How do i make a multiplayer chat room with just socket.io?

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  • How do i make a multiplayer chat room with just socket.io and Nodjs or wat ever i dont no socket io or nodjs at all i need some one who can make me a dope *** chat room it would be a great help or teach me really good cus i have now idea how to make a multiplayer chat room and dont have the paid version ill do wat ever it takes i need multiplayer chat

    -Thanks Kota Wodda Stooooooned

  • A few issues:

    a) You're unlikely to make something as advanced as a multiplayer chat room with the free version.

    b) Why should someone take the time to teach you everything that's needed for that to work? There are many tutorials on how to do the various bits of it - go look at them first.

    c) If you write it proper English and at least spell properly or TRY then you'll find more people willing to put the time into help you.

    d) What is a 'dope *** chat room'? A chat room is a chat room surely?

  • Ah, thanks for the correction - didn't realise a chatroom would be simple.

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  • If you want to make it with Socket.IO and Node.JS you should take a look at this tutorial:

    https://www.scirra.com/tutorials/571/modded-socketio

    • Conti
  • since i haven't made it i cant continue "support" in form of releasing updates of the actual plugin.

    On questions or other regards i will continue to help people as best as i can.

    But as stated, i won't recommend Socket.IO anymore since it isn't the suprerior multiplayer plugin anymore.

    The official one has multiple very usefull things that the Socket.IO doesn't have (NAT Punch-Through, P2P, UDP).

    So, ill repeat: On questions ill help, but recommending using it i won't (dayum, dat yoda grammar ), you are in better hands using the official plugin.

    • Conti
  • i have free version wich ***** cus i have a game i made thats on fb has over 19k people who play it and they want a chat system and a friend system

  • , well, the official is kinda suprerior because of the Punch-Through and ICE Server connection.

    That way more people would be able to connect via the official one then via the Socket.IO.

    And since the official one has UDP and Socket.IO doesn't have it, Socket.IO is unsuitable for real-time games.

  • Hmm thats a good idea but i still need a back up idea for my game untill then or they will leave cus i add new **** to the game every munth and its usually big like i add 100 more achievments all hard as **** then 50 normal ones

    but anyway could i make a purchase button and have it send the money to my paypal if they buy a in game item from the shop? and have it be like $0.99 and will it be able to go to my paypal account right from the game?

  • However, TCP is perfectly acceptable for non-realtime things, such as multiplayer negotiation, chat messages, score updates, etc.

    Yes, for non-realtime things it would be good, but still lacking the Punch-Through and ICE Servers.

    So you would still be able to achieve more with the official one then with Socket.IO.

    [quote:1id5ciah]ICE stands for Interactive Connectivity Establishment. They are the servers that help peers connect to each other even if they are behind NAT. These include STUN servers (which try to connect peers directly), and TURN servers (which if peers cannot connect directly, will act as a relay forwarding data between them).

    The Multiplayer plugin uses a default list of public STUN servers hosted by Google and Mozilla. You could add your own STUN server, but I don't think there's much point, because the public servers do a good job already.

    The most interesting case is to add your own TURN server. According to stats on our signalling server, about 10% of the time peers cannot connect directly due to NAT restrictions. These peers will simply fail to connect because there are no default TURN servers. If you add your own TURN servers then these peers will be able to connect still. The problem is this can degrade the connection quality, since the latency, packet loss etc. will accumulate since data must first go to the TURN server, then be relayed on to another peer. Also this makes TURN servers expensive to run, because you have to pay for the bandwidth of all the game data that passes through it, whereas normal direct peer connections run through their own ISPs and cost you nothing. Still, the option to add your own TURN server is there if you want to.

    So, they are quite crucial to have the oppertunity to reach more players then with Socket.IO. +1 Official MP

    [quote:1id5ciah]NAT traversal to work around connectivity restrictions imposed by common routers and network setups

    Also called NAT Punch-Through. +1 Official MP

    [quote:1id5ciah]LAN game support for near-zero latency gameplay, including support for mixed LAN/Internet games

    Well, it explains itself. +1 Official MP

    Of Course P2P = +1 Official MP (Since you then don't have to have a Server)

    But Socket.IO has one good thing over the Official one, but that is only good for some:

    Export option with the Free Version of C2. +1 Socket.IO

    Socket.IO 1 : 4 Official MP

    You can discuss how far socket.io is more compatible with most browsers etc. then the official one,

    but overall you should see, the official one really has most benefits. (Including no coding - that is important for some)

    • Conti
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