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    #61
    Originally posted by Lauren Ridge View Post
    Hi Philippe!

    I don't want to go too far afield in the networking thread, but I do want you to know that we are listening on the C++ resources front.

    Lately, have you had a chance to check out:
    - The revamped Battery Collector series - https://wiki.unrealengine.com/Videos...MsgJqnEB_dGiM4
    - The Tanks vs. Zombies training live stream - Part 1: https://wiki.unrealengine.com/Videos...eo=NyXq0Hy9xQs, Part 2 coming tomorrow!
    - Our written C++ tutorial section, where we're always adding more, and there is a fairly large addition coming soon. - https://docs.unrealengine.com/latest...als/index.html
    - Unreal Match 3, a new sample with a lot of focus on the C++ side of things - https://docs.unrealengine.com/latest...ch3/index.html

    There are still a lot of things we want to do in this area, so stay tuned, and definitely know that we do appreciate the feedback!
    To go along with what Lauren said, we haven't ruled out the possibility of converting this project into a C++ equivalent as well.

    If I knew C++ well enough, I'd be doing that tutorial - I'm a BP guy for now until I have the time to dig deeper into the code side of things.

    Keep your requests coming and keep an eye on our tutorial pages (videos, streams, documentation) as we are constantly updating them!

    -W

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      #62
      Originally posted by Wes Bunn View Post
      To go along with what Lauren said, we haven't ruled out the possibility of converting this project into a C++ equivalent as well.

      If I knew C++ well enough, I'd be doing that tutorial - I'm a BP guy for now until I have the time to dig deeper into the code side of things.

      Keep your requests coming and keep an eye on our tutorial pages (videos, streams, documentation) as we are constantly updating them!

      -W
      It's cool. I had forgotten about the tank vs zombies c++ series, but it came back today (and it was great). Looking forward to your series as well.

      If I have c++ questions regarding this blueprints Steam Multiplayer tutorial, I could always start a thread in the c++ forums, and maybe assemble the community's collective wisdoms into a wiki tutorial
      Last edited by Philippe St-Amand; 04-05-2016, 05:06 PM.

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        #63
        I am too a blueprint guy, so I'm interested in blueprints version of this project. It is also nice to to also have a C++ version of it, for programmers. Please don't rule out the blueprint version, in favour of C++ one. Do them both.

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          #64
          Originally posted by Wes Bunn View Post
          I still want to expand up on this so keep your suggestions coming in terms of what it is you want to see from this series. As of now, I'll probably include all the stuff that I had originally stated so that I can get it out quicker and we'll update it down the road with your suggestions.
          I'd like to see some tutorials about dedicated servers in UE4 / BP. A chapter that covers the things that you have to be aware of when building a game that runs on dedicated servers. THis would be really cool

          Best regards,
          Daniel
          Daniel Mihajlovic |Freelance 3D Artist | Showreel

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            #65
            Will the series cover saving multiplayer persistent data? Our current implementation is using Leaderboard stats to track multiplayer progression and unlocks.

            [Slightly off-topic from video series] Are there any plans to expand BP functionality of the Steamworks SDK to include things like global stats, cloud save and non-Leaderboard stats?
            Klepto - Burglary Simulator

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              #66
              Originally posted by Wes Bunn View Post
              Hello everyone,

              I am sure by now you think that this series was a hoax or some terrible late April Fools prank. Alas, that is not the case. With GDC now in the rear view mirror along with other tasks that I had been assigned, my attention can shift back to getting this out the door. The very good news is that in the time between finishing recording of the series the first time, we've upgraded our video capturing machine and software so the quality will be that much better and the turn-around time should be that much shorter. Again it all depends on our video editing team (which I've spoken to already and the person working on this says that he wants to get it out the door as much as I do).

              The update that I have is that I'm scheduled to re-record the series this week and hand it off to the video team at the end of the week. Could be as early as next week it hits Youtube. I still want to expand up on this so keep your suggestions coming in terms of what it is you want to see from this series. As of now, I'll probably include all the stuff that I had originally stated so that I can get it out quicker and we'll update it down the road with your suggestions.

              Really appreciate the patience guys, that's why you are the best community!

              -W
              Great news!

              One thing I'd like to see is what I wrote before, how to set up the game so when someone joins later in the game everything stays synchronized.
              ProBoon, Old-School FPS, Open Source & Tutorials
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                #67
                Originally posted by masterneme View Post
                ... how to set up the game so when someone joins later in the game everything stays synchronized.
                I second this, I thought rep notify is responsible, but I had lots of trouble with it, not firing correctly. Also I would like to know how expensive rep notifys are, is it ok to have several thousands of them?

                In regards of Steam, I'm especially interested in the Masterserver/Serverlist setup in combination with Blueprint.

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                  #68
                  bump*******

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                    #69
                    Haya,

                    One thing I thought might be nice for the tutorial series. It would be great if there was better documentation for how to handle/recover from error cases. Right now we have some issues to do with either intentionally leaving sessions or unintentionally disconnecting not actually closing the session. It's not super common, but I can't find anywhere in the documentation that kind of covers a, "I want to clear all my sessions and start over as if I'd just launched the game," situation or much on handling any other errors.

                    There's some hints to it in the various samples/projects, but it would be nice to have an in depth look at some lesser known flows that might get weird error conditions we might not be covering appropriately.

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                      #70
                      I hardly dare to ask for updates on the series... but I do: Are there any updates?
                      Daniel Mihajlovic |Freelance 3D Artist | Showreel

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                        #71
                        So I dunno about the tutorial this topic is about, but Yun-Kun's tutorial was very useful and uses the Advanced Sessions Plugin by Mordentral, so it should work with Steam.
                        Storyteller - An immersive VR audiobook player

                        Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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                          #72
                          <picks up stick> " hmmm" <pokes topic> "This thing still alive?" <pokes again> "I hope so"

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                            #73
                            This is a veeeery difficult birth
                            Daniel Mihajlovic |Freelance 3D Artist | Showreel

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                              #74
                              Originally posted by polygon View Post
                              This is a veeeery difficult birth
                              Agreed... Only so much time in a day, so thanks for being patient. I was busy last week with Tuesday's Twitch Stream on Sequencer (which I am also covering). I've started it, but have the East Coast Games Conference this week (tomorrow actually where I am speaking on Sequencer). I can pick it back up on Friday and try to finish it but I'm making sure that the recording is smooth and can be easily followed. I have all next week scheduled to work on it too so I should finally be able to put it to bed by then.

                              I know you all are eagerly awaiting this series, as much as I am wrapping it up and getting it out there for you. That's the update that I have now. The next update I give will be to tell you that is wrapped and when you can finally expect it.

                              -W

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                                #75
                                Originally posted by Wes Bunn View Post
                                Agreed... Only so much time in a day, so thanks for being patient. I was busy last week with Tuesday's Twitch Stream on Sequencer (which I am also covering). I've started it, but have the East Coast Games Conference this week (tomorrow actually where I am speaking on Sequencer). I can pick it back up on Friday and try to finish it but I'm making sure that the recording is smooth and can be easily followed. I have all next week scheduled to work on it too so I should finally be able to put it to bed by then.

                                I know you all are eagerly awaiting this series, as much as I am wrapping it up and getting it out there for you. That's the update that I have now. The next update I give will be to tell you that is wrapped and when you can finally expect it.

                                -W
                                Thank you, thank you, thank you, did I mention thank you?

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