hipity hopity, your code is my property. but seriously, your tutorial just reduce my stress level from 90 to 5. nice. I bestow upon you the highest reward I can give * +1 subscribe*
@@PlugWorld glade you replied....I made a multiplayer game using duct tape 😂...but I fixed it with you help...but I can't make it work online I am literally trying from 3 weeks...I lost my hope...but then you came... Can u help me... please...🙏😭
One question i have is when instancing the bullet id, why did you use get_tree().get_network_unique_id() to set the bullet id as opposed to get_network_master()? Wouldn't using get_network_master() input the id of the player that shot the bullet, which could be used to track friendly fire and who got the kill. Doesn't using your method give the bullet a unique id, as opposed to defining who is the master of the bullet?
I'm getting "Invalid Packet Recieved. Requested node not found" errors even while using the networked_object_index to create unique names. It happens occasionally and even more with higher latency. Any help appreciated.
Why don't you just use puppet function (ex: puppet func set_velocity) instead of puppet var with setget? Then you won't have additional puppet variables and you won't constantly move puppet_varname to varname 🤔
There is a little issue, you can still shoot in the lobby. the "and not is_reloading" doesn't seem to work. *EDIT: Okay, I see it gets fixed in the following video!
hipity hopity, your code is my property. but seriously, your tutorial just reduce my stress level from 90 to 5. nice. I bestow upon you the highest reward I can give * +1 subscribe*
Godot community is growing like hell...🔥🔥🔥...
Heck yeah!! 🔥🔥🔥🔥
@@PlugWorld glade you replied....I made a multiplayer game using duct tape 😂...but I fixed it with you help...but I can't make it work online I am literally trying from 3 weeks...I lost my hope...but then you came... Can u help me... please...🙏😭
One question i have is when instancing the bullet id, why did you use get_tree().get_network_unique_id() to set the bullet id as opposed to get_network_master()? Wouldn't using get_network_master() input the id of the player that shot the bullet, which could be used to track friendly fire and who got the kill. Doesn't using your method give the bullet a unique id, as opposed to defining who is the master of the bullet?
I am only starting your tutorial series on multiplayer, however, it is exciting to see that it is still going.
Miziziziz btw.
I'm getting "Invalid Packet Recieved. Requested node not found" errors even while using the networked_object_index to create unique names. It happens occasionally and even more with higher latency. Any help appreciated.
my players arent appearing anymore and its saying Invalid call. Nonexistent function ‘Instance’ in base ‘GDScript’
Make sure you load a '.tscn' file instead of a '.gd' file.
.tscn is a scene resource, and .gd is a script, make sure your loading a scene.
anyone tried using the bullet logic for NPCs ? like to sync npcs ?
Can i use the Font for my Game? 🙃
I believe it's public domain, so your free to use it as well.
Why don't you just use puppet function (ex: puppet func set_velocity) instead of puppet var with setget?
Then you won't have additional puppet variables and you won't constantly move puppet_varname to varname 🤔
Great good 👍
There is a little issue, you can still shoot in the lobby. the "and not is_reloading" doesn't seem to work. *EDIT: Okay, I see it gets fixed in the following video!