TurnBased | A node.js engine to support turn-based games
kandi X-RAY | TurnBased Summary
kandi X-RAY | TurnBased Summary
A node.js engine to support turn-based games.
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QUESTION
I made a game with using Libgdx library. Now I want to add a leader board table to my game. For doing this I followed this tutorial : here
But in that tutorial I stuck at step 29. Because my imports doesn't resolved.
...ANSWER
Answered 2018-Sep-06 at 19:03you are lacking the play-services-base
library:
QUESTION
Together with some friends, I've tried to create a turnbased game. We have some issues regarding checking for when a user has their turn, while also keeping the GUI responsive, and also closing the thread we're using now when the game is closed. I wish to get some information on how to do this, but I'm not sure whether the problem is JavaFX-related, thread-related or both.
I've tried to search as much as I can, but simply couldn't find exactly what I'm looking for, even though I believe it is quite simple. Right now, we have a thread running a loop when you click a button to check whether or not it is your turn. When it isn't your turn, we wish to disable some user input, so I'm not sure if we actually need a thread, other than to keep the responsiveness.
I've also tried implementing a class extending Thread, but this only seemed to make the problems worse by either starting a new thread each time it wasn't the players turn, or freezing the GUI if I put the loop outside of the thread.
...ANSWER
Answered 2019-Apr-03 at 15:23First, it is important to remember that it is not permitted to alter JavaFX nodes in any thread other than the JavaFX application thread. So, your thread would need to move these lines:
QUESTION
Hi Community :) First sorry for my bad english :D
I have the very same problem like other people with Facebook, Admob and Google Play Games Services Plugins for Unity... Im unable to export a .apk file because of the error: "Unable to convert classes into dex format"... I cant find any duplicated files in my folders :/ The facebook sdk don´t have any android-support-v4 files inside his sdk anymore. The versions are: Unity 2017.3.1f1 Facebook SDK 7.12.0 Play games services 0.9.50 I cant find the version of Admob but im downloaded the newest version :) Thanks for read and any answer :))
Error:
...ANSWER
Answered 2018-May-12 at 23:55I had solved this problem by build with gradle. Its sad, that Unity don´t talk about this problems with his customers..
QUESTION
getSelectOpponentsIntent(...) was a method games could call to get an opponent selection UI. The output of this was a list of selected Player IDs that you could feed into TurnBasedMatchConfig to create a match.
All overloads for this method (and its realtime multiplayer counterparts) are deprecated as of version 11.0.0 of Google Play Services. The deprecation notice doesn't list a replacement and only says vague things about G+ integration going away. Play Games switched to "Gamer IDs" awhile back (which doesn't use G+).
It makes sense that the UI for selecting an opponent would cease showing G+ friends/circles... But how are users supposed to select Gamer ID opponents if the only UI for doing so is deprecated? Players don't know their or anyone else's Player ID (it's a long random number). Without this UI or a service that resolves Gamer IDs to Player IDs... it appears the only thing players can do is auto match random opponents and rematch already-created games.
...ANSWER
Answered 2017-Dec-27 at 23:16TurnBasedMultiplayer (the class) was deprecated. It's replacement (TurnBasedMultiplayerClient) has a similar method which isn't deprecated.
QUESTION
Edit: The answer is to use firebase realtime database.
I wrote a library for the next person.
https://github.com/flipflopapp/turnbased-games-with-firebase
-- Question --
I am implementing two player chess game (www.halfchess.com) and am considering using firebase messaging (instead of using sockets to create rooms and two player matches). The game would involve sending 60-100 chess moves as messages between two devices in two to three minutes (that can be android or iOS). My nodejs server would have code that enables device to device messaging (receiving from one player and sending to other).
I cannot use Google Game Services because I don't have google login implemented in my app (I only plan to keep facebook login). The advantages of using firebase (compared to sockets) is that I will have to write much lesser code (reconnections, etc) and it would take care of scalability issues.
My questions are :-
(1) Will there be problems when the users playing against each other are on two iOS devices (instead of android's)? (such as higher latency)
(2) If a user is changing location physically and a message that contains a chess move is undelivered, when will it be retried?
(3) For a fast game of chess, will the latency be manageable? This is like 8-10 times the speed of normal chatting.
While I read more on the topic, perhaps someone who has already experimented can comment.
...ANSWER
Answered 2017-Jan-24 at 19:25Instead of having the other player send a message to the client, why not just have the client display a message based on whats happening in the game? It seems like an easier solution for you, as the only thing that needs to be sent is the actual move, and you can piggyback off of that if you need to.
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