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is there a plan to add built in pico8 multiplayer using synced inputs?

basically it would be handled in pico8 rather than the cart.

it would allow players to connect to each other via ip or game uid and official lexaloffle connecting servers through the pause menu.

this might be the easiest way to build a multiplayer game since there would be no packets being sent besides the hard coded inputs.

networked inputs would be accessible the same way normal inputs are with btn(btn, player).

this would also make multiplayer games have not just networked players but local ones as well.
players count would be limited to the number of inputs pico8 has.

P#54986 2018-08-11 23:21 ( Edited 2018-08-12 18:55)

:: dw817

I've wanted this, but I did not know how to word it except:

repeat
  cls()
  print(conversation)
  input(add to conversation)
until forever

With a chat system as a test, it should be possible to have multi-players like that slither.io game where everyone is playing at once.

https://youtu.be/qsVEXqUX75I

P#54988 2018-08-11 23:57 ( Edited 2018-08-12 04:16)

does pico8 even support keyboards in game?
I guess chat could be done with the syncd inputs where you have like a virtual keyboard or something.

P#54989 2018-08-12 00:52 ( Edited 2018-08-12 04:54)

It is possible to have true multiplayer and a central server using GPIO.

It requires pico to be hosted in an HTML page but it works.

(btw, sync input only works for turn-based games or high speed local network)

P#55002 2018-08-12 12:22 ( Edited 2018-08-12 16:26)

yes but it would still be nice to have a simpler method like this, and I want to run this on raspberry pi.

what do you mean? it would be the same as having 4 local players states which would always be the same because 1 if a player presses the a button to fire then it would be synced on all clients and all clients would spawn the same projectile.

the only problem would be random stuff which could could somehow be hardcodedly synced as well.

gamestate relies on 2 things input and random functions
which if both synced it would simulate online multiplayer.

just look at networked emulators for snes and n64 the games were not build for networked multiplayer but since the inputs are syned and a few other things that gamestate relies on and boom you have online multiplayer.

P#55008 2018-08-12 14:55 ( Edited 2018-08-12 18:56)

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