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#1 2017-04-29 13:34:47

mutantdevle
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From: Hell
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PlayerIO, Unity and Steam.

This is probably a really stupid question but once Unity is released, can players connecting from PlayerIO still connect to and play with users using Unity?

Likewise, if in the future (after Unity) a Steam version of the game is made, would players be able to play on Steam and still play and connect to users using PlayerIO and Unity (and vice versa)?


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#2 2017-04-29 14:01:28

1448
Formerly alkazam1448
From: Numberland
Joined: 2015-04-12
Posts: 683
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Re: PlayerIO, Unity and Steam.

They're just remaking the client (or so I've heard).

The server will still use the same old spaghettified code by Benjaminsen.
Correct me if I'm wrong.

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#3 2017-04-29 15:40:56

hummerz5
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From: wait I'm not a secret mod huh
Joined: 2015-08-10
Posts: 5,852

Re: PlayerIO, Unity and Steam.

1448 wrote:

The server will still use the same old spaghettified code by Benjaminsen.

Here I thought there was a time when some revamping was done on that old code. At least as far as the smiley system goes, I know that was redone because someone forgot to validate one's choice, etc

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#4 2017-04-29 16:06:50

Gosha
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From: Russia
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Posts: 6,202

Re: PlayerIO, Unity and Steam.

PlayerIO supports different languages. Such as: .NET, Unity3D, actionscript3 (flash) and javascript

As you might know ee's client uses actionscript. But most of the bots use .NET. People started screating bots with javascript recently.

as you can see you can work with same servers in different languages.

So, Converting ee client into Unity3D won't cause any problems with playing with the others

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#5 2017-04-29 16:17:01

XxAtillaxX
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Joined: 2015-11-28
Posts: 4,202

Re: PlayerIO, Unity and Steam.

It will still function exactly the same, and they will obviously be able to interact.

1448 wrote:

They're just remaking the client (or so I've heard).

The server will still use the same old spaghettified code by Benjaminsen.
Correct me if I'm wrong.

Corrected.


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#6 2017-04-29 16:17:56

N1KF
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Re: PlayerIO, Unity and Steam.

XxAtillaxX wrote:

It will still function exactly the same, and they will obviously be able to interact.

If it was obvious, this question wouldn't have been asked!


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#7 2017-04-29 16:30:43

hummerz5
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From: wait I'm not a secret mod huh
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Posts: 5,852

Re: PlayerIO, Unity and Steam.

N1KF wrote:
XxAtillaxX wrote:

It will still function exactly the same, and they will obviously be able to interact.

If it was obvious, this question wouldn't have been asked!

You've got a point. There was that one time the Beta and regular EE pages weren't quite on the same page. I forget why that was.

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#8 2017-04-29 16:50:33

XxAtillaxX
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Joined: 2015-11-28
Posts: 4,202

Re: PlayerIO, Unity and Steam.

hummerz5 wrote:
N1KF wrote:
XxAtillaxX wrote:

It will still function exactly the same, and they will obviously be able to interact.

If it was obvious, this question wouldn't have been asked!

You've got a point. There was that one time the Beta and regular EE pages weren't quite on the same page. I forget why that was.

No, he's playing his usual idiotic character. Player.IO along with its multiplayer services have been developed past 2010, last time I checked.


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#9 2017-04-29 16:59:58

N1KF
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Re: PlayerIO, Unity and Steam.

XxAtillaxX wrote:

No, he's playing his usual idiotic character.

Thanks! I'm glad you understand me so well.

Player.IO along with its multiplayer services have been developed past 2010, last time I checked.

You're right, but how is that obvious to other people?


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#10 2017-04-29 17:24:50

hummerz5
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From: wait I'm not a secret mod huh
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Posts: 5,852

Re: PlayerIO, Unity and Steam.

XxAtillaxX wrote:
hummerz5 wrote:
N1KF wrote:
XxAtillaxX wrote:

It will still function exactly the same, and they will obviously be able to interact.

If it was obvious, this question wouldn't have been asked!

You've got a point. There was that one time the Beta and regular EE pages weren't quite on the same page. I forget why that was.

No, he's playing his usual idiotic character. Player.IO along with its multiplayer services have been developed past 2010, last time I checked.

I agree that he and I (and you) weren't on the same page when he made the statement, but it still isn't terribly far-fetched to consider that incompatibility with clients could happen. Of course, the example I bring up is rather selective and perhaps not immediately relevant. The beta/nonbeta split probably revealed the addition of some game mechanic that would be added, exemplifying the need for beta/nonbeta clients. Naturally the goal of Unity/whatever is to have everyone on the same page. If some large game mechanic was different between the two, we wouldn't consider them on different planes because the new one wouldn't be released until they were comparable. So perhaps I'm saying it's possible that Unity doesn't immediately jive with the existing setup, but you're pointing out that they wouldn't release Unity (without fixing) if that were the case.

eh, no sense reasoning this out further. the connections could work and therefore would be attempted

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#11 2017-04-29 17:47:10

XxAtillaxX
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Joined: 2015-11-28
Posts: 4,202

Re: PlayerIO, Unity and Steam.

N1KF wrote:
XxAtillaxX wrote:

No, he's playing his usual idiotic character.

Thanks! I'm glad you understand me so well.

Player.IO along with its multiplayer services have been developed past 2010, last time I checked.

You're right, but how is that obvious to other people?

It's 2017 and people from various services like Kongregate, ArmorGames, Facebook, and MouseBreaker can play together.

hummerz5 wrote:

...

In order for incompatibilities to arise, you must first make the assumption that they'll use the existing server. I don't make that assumption.
I'm fairly certain there are larger plans in mind going forward with the next generation of Everybody Edits than merely a shiny new client with the same limits as the old.


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#12 2017-04-29 17:52:54

hummerz5
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From: wait I'm not a secret mod huh
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Posts: 5,852

Re: PlayerIO, Unity and Steam.

XxAtillaxX wrote:

In order for incompatibilities to arise, you must first make the assumption that they'll use the existing server. I don't make that assumption.

Oh, I was making the assumption that the client itself just understood something wrong. E.g., something goes wrong with the physics. In that way, the server could be totally fine, but users on the new client end would perceive the game slightly differently.

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#13 2017-04-30 08:48:07

1448
Formerly alkazam1448
From: Numberland
Joined: 2015-04-12
Posts: 683
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Re: PlayerIO, Unity and Steam.

XxAtillaxX wrote:

I'm fairly certain there are larger plans in mind going forward with the next generation of Everybody Edits than merely a shiny new client with the same limits as the old.

Why do I feel that you're being too optimistic and once Unity EE releases, you'll quit the game because of disappointment?

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#14 2017-04-30 14:50:43

Tomahawk
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From: UK
Joined: 2015-02-18
Posts: 2,824

Re: PlayerIO, Unity and Steam.

^ News forecast: Atilla to quit EE in 2029.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#15 2017-05-01 20:56:11

N1KF
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From: ဪဪဪဪဪ From: ဪဪဪဪဪ From: ဪဪဪဪဪ
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Re: PlayerIO, Unity and Steam.

Tomahawk wrote:

^ News forecast: Atilla to quit EE in 2029.

Really? I'll be dead by then! That means I won't be the last player playing... //forums.everybodyedits.com/img/smilies/sad


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