Creating client-sided games on BYOND is not a bad idea. With SQL, I can create a chat application without hosting the game with Dream Daemon. Once a user starts the application, the application will register him to the database. Then the application can interact with others who are also in the 'online' table.
The only thing I feel bad about this is that my application will never be marked 'Now live' on BYOND's Game list.
What do you guys suggest?
ID:151643
Nov 1 2009, 7:22 pm
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What do you mean by this? Instead of using Byond for a server, you would use a database, and client worlds would make remote connections to the database for a list of IP addresses of everyone else that's on?
Why would you want to do that? If I'm understanding you correctly, it seems a bit silly. First of all, it seems unnecessary to make clients all host a single-user application just for a chat application. Then, why wouldn't you just make the server world a normal Byond world?
It just seems to me like you're trying to hammer a nail in with a broom handle. What you have can work, but it doesn't need to be that complicated.
This part I can understand, and it applies to more than just the chat example.
In the case you were talking about with the database thing, you could solve the problem by hosting a Byond world that does nothing more than connect to the database itself, or link() players with a url that will start their client world.
If you set up a game that is just client to client and you have no server (not even an odd SQL thing you mentioned), then you will probably want to set up a server just for clients to tell "Hey, we're doing a game over here."
You need some kind of server if you want people to see that something is there.