Super helpful video. I'm gonna have to watch it a few times to completely understand what's going on, but these multiplayer/networking videos of yours are going to be extremely helpful for my project. Thank you.
In you're project you forgot to add multiplayer_spawner for bullet ,you didit through RPC we can't make a score system became it dynamic instance self of evey player.But we have two away I think so .1 ) Make instance vai multiplayer spawner , 2) make two bullet to have score system one for RPC that bullet contains no damage function and a local bullet instance to take body.damage() . The both works for me !.........❤
It is on the list! I do cover how to set one up at the end of my basics with multiplayer but im assuming your talking about matchmaking and setting up a server as players come in?
@@FinePointCGI yeah kind of, take a look at this playlist by Game Development Center , it was the best i ever seen unfortunately he used godot v3.x and a lot have changed since , and he said he dont have a future plans about updating the tutorial to godot v4.x ruclips.net/video/lnFN6YabFKg/видео.html&pp=iAQB
I tried to configure these IP Address where I can manually set it. I can join with other players on the same network cause yeah it's a LAN game. But now i'm struggling to do a p2p game without dedicated servers and opening UPnP, port forwarding is hassle too
Thank you so much for these tutorials! Just wanting to confirm something, should this now be playable on two different computers on the same network? That was my understanding but am struggling to get it to work
Is it possible that people have a different IP than 192.168.1.x, or will this work on every network with every device? Also, should this work on other devices, like mobile?
Heyyyy, great video. Following along I've unfortunately ran into a problem with the condition "listner.get_available_packet_count() > 0" in the server browser _process() function. The problem is that it returns '-1' or '0'. No matter how many join the number of packets that are sent remain at zero. This problem also occurs on the finished tutorial project on your repo. Do you have any clue what is happening here? Is it my pc itself? I'm stumped, otherwise everything works as intended
Is the IP address that you're using potentially wrong? It might not be listening on the right port or perhaps if it is and you're not getting any packets you could use something like Wireshark to sniff your network and see what's going on
@@FinePointCGI Yo thanks for replying. I figured it out. For posterity who might see this in the future, my gosh dang firewall wasn't allowing UDP through. After I corrected that everything was swanky
@@dappercthulhu4386 Hello, I saw your message and faced the same problem, could you help me solve it? Based on your message, I still don’t understand what needs to be done.
The gist of his issue is that his firewall was blocking the port/protocol that we needed to have open. So inside of Windows if you go into your Windows firewall and you add a new rule to allow that port / protocol It should help with your issue
How would I create a waiting lobby like in among us? Since they don't join the lobby until after the host ha already "started" the game aka started the lobby and switched scenes for it, how do I update it to support a system like this? I'mm pretty stuck on it
What if the player who created the server gets disconnected? How do we make another player become the server without affecting the rest of the players?
Is it intended that you can not join an ongoing game. Like instead of doing Host > Join > StartGame you do Host > StartGame > Join. I mean it's kinda working as you join but player authority is messed up.
@FinePointCGI “Hey dude, what’s up? Can you help me with a connection problem on my server in Godot 3.5.3 through a Wifi 📶🤳connection? Because even though I can normally configure my server… I can’t connect with another computer, however it works perfectly if it’s synchronized only on my own. Do I need to host somewhere? How does it work?”
how many player can join? I duplicate the player spawner. and I was able to join 3 player the 4 didnt load into the game. if I add test player all 4 works
It is on the list! I do cover how to set one up at the end of my basics with multiplayer but im assuming your talking about matchmaking and setting up a server as players come in?
Why is LAN over a browser so unspeakably impossible? I thought this video could be the one to save me but no, it doesn't work on HTML5 either :( Do I really have to go to hell and back to make a working 1v1 game through browser LAN like I could do in standalone with 10 lines of code?
What are you trying to achieve? Browser is way different than pretty much everything else in Godot, however you should be able to use this tutorial to do lan connections. Although you might not be able to host a server through browser mode I don't think that's going to be a thing.. but what errors are you running into
@@FinePointCGI My goal is a 2-4 player casual "duel" browser game. Currently I can easily connect to my friends through RadminVPN's LAN in the desktop version of the prototype and play and even the prototype is fun. But I also wanted something people don't have to update (download) all the time, so I wanted web. But the more I research, the more it seems limited and complex and everything points to WebRTC or hosting a dedicated server 24/7 which I did not want, and even if I did, I wouldn't know how to do it. Most if not all existing resources are either for Godot 3 or don't work on the web, such as the C# ones and it's been pretty frustrating. There was a Reddit post of a simple ENet replacement for Godot 3 but using it on GD4 is unknown. I've been bouncing between wanting to forfeit and keeping trying just because of frustration - so for now I'm still trying to find something. Also thanks for the reply and the attention!
Everything was going great up until about 52:20 when I totally lost the plot. You started changing things rapid fire without explaining what the change was, or even WHY it has to be the way that it is, then rapid fire like a machine gun changed about 20 things in the span in 15 seconds and I can't figure out who what when why where or how. A little bit of constructive criticism, when you run into a bug or mistake, which is guaranteed to happen from time to time, take a moment to explain WHY that was wrong, and what needs to be done to fix it. We've been here for nearly an hour now, and we're multiple tutorials in. We're not going to bail out on you for a couple minute explanation of what went wrong and why. That is critical information to help us understand.
@@FinePointCGI it seems like the problem i got stuck on is the signals. Everything else seems to be working. I'm learning a ton by going through these tutorials, so I'll look for one on signals and then circle back to this and see if I can figure the rest of it out. Thanks!
I have updated them Sorry about that! starter github.com/finepointcgi/Godot-4-Multiplayer-Lan-Tutorial/tree/Starter finished: github.com/finepointcgi/Godot-4-Multiplayer-Lan-Tutorial/tree/LAN-server-Browser
Super helpful video. I'm gonna have to watch it a few times to completely understand what's going on, but these multiplayer/networking videos of yours are going to be extremely helpful for my project. Thank you.
You're the GOAT of my Godot Journey 💜
عبوووووووود انت كمان بديت من هنا ؟
انا كمان ماشي على نفس الطريق
و الحمد لله الحين صرت شبه اسطووووري
بنزل قريب عن لعبتي
عبوووود
Just a question, how can the game from a different device join the host? The devices are under the same network
In you're project you forgot to add multiplayer_spawner for bullet ,you didit through RPC we can't make a score system became it dynamic instance self of evey player.But we have two away I think so .1 ) Make instance vai multiplayer spawner , 2) make two bullet to have score system one for RPC that bullet contains no damage function and a local bullet instance to take body.damage() . The both works for me !.........❤
Making it look easy, thank you good sir!
My left ear felt that...
you made it super easy to understand, thank you so much 💞
❤❤❤❤❤❤❤
Thank you bruh ❤️❤️
Waiting for dedicated server tutorial
It is on the list! I do cover how to set one up at the end of my basics with multiplayer but im assuming your talking about matchmaking and setting up a server as players come in?
@@FinePointCGI yeah kind of, take a look at this playlist by Game Development Center , it was the best i ever seen unfortunately he used godot v3.x and a lot have changed since , and he said he dont have a future plans about updating the tutorial to godot v4.x
ruclips.net/video/lnFN6YabFKg/видео.html&pp=iAQB
You make awesome videos!
Hey thanks! I hope it helped!
Can you show how to use Steam and all the things steam offers for devs (lobbies, inventories, items for sale for our game, etc)? Awesome work!
I have one for C# but GD Script is on the list!
@@FinePointCGIyay! Thanks!
I second this notion!
You are my man thanks a lot for your videos 😍
Just exactly what I needed
Thank you bro, u are a chad
Very good video thanks
I tried to configure these IP Address where I can manually set it. I can join with other players on the same network cause yeah it's a LAN game. But now i'm struggling to do a p2p game without dedicated servers and opening UPnP, port forwarding is hassle too
Thank you so much for these tutorials!
Just wanting to confirm something, should this now be playable on two different computers on the same network? That was my understanding but am struggling to get it to work
Yes it shoudl work. If it doesnt check your firewall I have seen that being a problem for lots of people.
@@FinePointCGI Yes, that was it! I've been getting so much from your work, you're a bloody legend. Thanks again for all the effort
There is no link to the tutorial discussed in the disclaimer.
How to make a kill score System and update player score across the game ! ❤
??????
@Sharmiyt_ it's on the list of future networking tutorials. I plan to expand the WebRTC implementation to have users and score
@@FinePointCGI 💖
thanks for this one! but how do i do this using the ENetMultiplayerPeer?
Is it possible that people have a different IP than 192.168.1.x, or will this work on every network with every device?
Also, should this work on other devices, like mobile?
It should work on mobile and yes people can have other IP addresses so I'd go in and get my IP address and replace the last number with 255
Heyyyy, great video. Following along I've unfortunately ran into a problem with the condition "listner.get_available_packet_count() > 0" in the server browser _process() function.
The problem is that it returns '-1' or '0'. No matter how many join the number of packets that are sent remain at zero. This problem also occurs on the finished tutorial project on your repo.
Do you have any clue what is happening here? Is it my pc itself? I'm stumped, otherwise everything works as intended
Is the IP address that you're using potentially wrong? It might not be listening on the right port or perhaps if it is and you're not getting any packets you could use something like Wireshark to sniff your network and see what's going on
@@FinePointCGI Yo thanks for replying. I figured it out. For posterity who might see this in the future, my gosh dang firewall wasn't allowing UDP through. After I corrected that everything was swanky
@@dappercthulhu4386 Oh! That makes good sense!
@@dappercthulhu4386 Hello, I saw your message and faced the same problem, could you help me solve it? Based on your message, I still don’t understand what needs to be done.
The gist of his issue is that his firewall was blocking the port/protocol that we needed to have open. So inside of Windows if you go into your Windows firewall and you add a new rule to allow that port / protocol It should help with your issue
The starter project doesn't seem to have the multiplayer scene that you start the video editing?
How would I create a waiting lobby like in among us? Since they don't join the lobby until after the host ha already "started" the game aka started the lobby and switched scenes for it, how do I update it to support a system like this? I'mm pretty stuck on it
What if the player who created the server gets disconnected?
How do we make another player become the server without affecting the rest of the players?
I'm trying to implement a multiplayer mode with Godot Steam and a LAN mode in my game. Are your two tutorials on these subjects compatible?
Not really if your using steam for multiplayer then no. However if your just using it for achievements and stuff like that then yes!
@@FinePointCGI Ok thanks! I'll try to use only steam for multiplayer then.
The join button on the server browser just doesnt let me join and I have no clue why
Is it intended that you can not join an ongoing game. Like instead of doing Host > Join > StartGame you do Host > StartGame > Join. I mean it's kinda working as you join but player authority is messed up.
@FinePointCGI “Hey dude, what’s up? Can you help me with a connection problem on my server in Godot 3.5.3 through a Wifi 📶🤳connection? Because even though I can normally configure my server… I can’t connect with another computer, however it works perfectly if it’s synchronized only on my own. Do I need to host somewhere? How does it work?”
Check the IP address your using since mine is lan it uses 192 but with WiFi it's usually a 10 network
@@FinePointCGI Okey, i'll see here.
@@FinePointCGI It worked… it was successful, thank you very much!
And how to fix the issue with the listener port?
thank you sooo much
how many player can join? I duplicate the player spawner. and I was able to join 3 player the 4 didnt load into the game. if I add test player all 4 works
Godot has no upper limit so it should work
goat
ok nice but how now i can play a 2d game with my friend?
I cant figure it out all but my join button doesnt work on the sevrver
OMG I JUST FORGOT A TAB
make a dedicated server tutorial please
It is on the list! I do cover how to set one up at the end of my basics with multiplayer but im assuming your talking about matchmaking and setting up a server as players come in?
@@FinePointCGI okey i will wait for it
Why is LAN over a browser so unspeakably impossible? I thought this video could be the one to save me but no, it doesn't work on HTML5 either :(
Do I really have to go to hell and back to make a working 1v1 game through browser LAN like I could do in standalone with 10 lines of code?
What are you trying to achieve? Browser is way different than pretty much everything else in Godot, however you should be able to use this tutorial to do lan connections. Although you might not be able to host a server through browser mode I don't think that's going to be a thing.. but what errors are you running into
@@FinePointCGI My goal is a 2-4 player casual "duel" browser game. Currently I can easily connect to my friends through RadminVPN's LAN in the desktop version of the prototype and play and even the prototype is fun. But I also wanted something people don't have to update (download) all the time, so I wanted web. But the more I research, the more it seems limited and complex and everything points to WebRTC or hosting a dedicated server 24/7 which I did not want, and even if I did, I wouldn't know how to do it. Most if not all existing resources are either for Godot 3 or don't work on the web, such as the C# ones and it's been pretty frustrating. There was a Reddit post of a simple ENet replacement for Godot 3 but using it on GD4 is unknown. I've been bouncing between wanting to forfeit and keeping trying just because of frustration - so for now I'm still trying to find something.
Also thanks for the reply and the attention!
Everything was going great up until about 52:20 when I totally lost the plot. You started changing things rapid fire without explaining what the change was, or even WHY it has to be the way that it is, then rapid fire like a machine gun changed about 20 things in the span in 15 seconds and I can't figure out who what when why where or how.
A little bit of constructive criticism, when you run into a bug or mistake, which is guaranteed to happen from time to time, take a moment to explain WHY that was wrong, and what needs to be done to fix it. We've been here for nearly an hour now, and we're multiple tutorials in. We're not going to bail out on you for a couple minute explanation of what went wrong and why. That is critical information to help us understand.
Good feedback I will take note and try to do better next time
@@FinePointCGI it seems like the problem i got stuck on is the signals. Everything else seems to be working. I'm learning a ton by going through these tutorials, so I'll look for one on signals and then circle back to this and see if I can figure the rest of it out. Thanks!
Hey, the links to the finished project are C# not python. Do you have a repo for the python version?
I have updated them Sorry about that!
starter github.com/finepointcgi/Godot-4-Multiplayer-Lan-Tutorial/tree/Starter
finished: github.com/finepointcgi/Godot-4-Multiplayer-Lan-Tutorial/tree/LAN-server-Browser