User login info/password/server
by Zeph · in Game Design and Creative Issues · 09/07/2011 (6:38 am) · 5 replies
I was messing around with the Gui editor, and I managed to change the background, and mess around with the default start options exit buttons... I attempted to created a username password field, and I couldnt find one in the list..
The default client host selection in the gui sample is not what Im looking for to connect to a game.. Im trying to make a dedicated server where the player logs into the server, and creates a character, then loads the level to play... Id like to learn how to make a server with a player username password login screen that connects to the server.. Are there any Torque 3d tutorials that can teach me this?
The default client host selection in the gui sample is not what Im looking for to connect to a game.. Im trying to make a dedicated server where the player logs into the server, and creates a character, then loads the level to play... Id like to learn how to make a server with a player username password login screen that connects to the server.. Are there any Torque 3d tutorials that can teach me this?
#2
That really gave me a better mental image of its flow chart in execution, and how to work the gui as far as text inputs.. Code looks like it might work, even with some minor edits... One thing that always confused me was what came first sql/php server or the login screen ect... Ive never took on the challenge of doing a log in screen before, and this is great stuff...
If there anymore info out there on topic, I would like to absorb it like a sponge, and learn... May it be advice, books, demos, code snips ect... I mean anything....
09/07/2011 (11:46 am)
Awesome starting point!! Thanks Bloodknight...That really gave me a better mental image of its flow chart in execution, and how to work the gui as far as text inputs.. Code looks like it might work, even with some minor edits... One thing that always confused me was what came first sql/php server or the login screen ect... Ive never took on the challenge of doing a log in screen before, and this is great stuff...
If there anymore info out there on topic, I would like to absorb it like a sponge, and learn... May it be advice, books, demos, code snips ect... I mean anything....
#3
What Im comprehending is Torque already comes with server script setup, and I can host a dedicated server on my Comp, with a my own client for updating, and creating levels.... But the default has a "Hosted Server" connection type, which the gui is set up for...
Im attempting to change this, and get a basic dedicated server up as stated below:
I would like to make a demo world with a login feature that saves character information type database, that myself, and friends can log into to test code, and play around in the world in a ((sandbox test environment)) from my own computer.. Which one day I hope to expand on on a more professional level with other types of dedicated servers, hopefully on a massive level when I have the understanding, and bare bone structures in place, when I fully know, and comprehend what Im doing...
What confuses me is the Login process... Would I need an external web site for php/sql script to save login info, character data or items ect, or can I use my own server for the login info,character data or items ect, and would Torque handle all this from the server script on my dedicated server being ran from my own computer??
09/07/2011 (12:57 pm)
I came across this tutorial from Torque, and Im a little confused... http://www.garagegames.com/products/torque-3d/tutorialsWhat Im comprehending is Torque already comes with server script setup, and I can host a dedicated server on my Comp, with a my own client for updating, and creating levels.... But the default has a "Hosted Server" connection type, which the gui is set up for...
Im attempting to change this, and get a basic dedicated server up as stated below:
I would like to make a demo world with a login feature that saves character information type database, that myself, and friends can log into to test code, and play around in the world in a ((sandbox test environment)) from my own computer.. Which one day I hope to expand on on a more professional level with other types of dedicated servers, hopefully on a massive level when I have the understanding, and bare bone structures in place, when I fully know, and comprehend what Im doing...
What confuses me is the Login process... Would I need an external web site for php/sql script to save login info, character data or items ect, or can I use my own server for the login info,character data or items ect, and would Torque handle all this from the server script on my dedicated server being ran from my own computer??
#4
To have character data or other persistent information stored on the server you will need to do quite a bit of additional work. You will have to decide on a storage strategy (SQL database, flat file data storage, other), connection method (handled through Torque's built-in networking, secondary PHP/DHTML/other server) and then you will have to build this system into your game. There are some articles in the Resources section on related topics.
09/11/2011 (8:06 pm)
There are a few different complexity levels to this. The built-in functionality allows you to require clients to provide a password to connect to your dedicated server. This is not hard to set up - you just have to find the fields in the preferences files.To have character data or other persistent information stored on the server you will need to do quite a bit of additional work. You will have to decide on a storage strategy (SQL database, flat file data storage, other), connection method (handled through Torque's built-in networking, secondary PHP/DHTML/other server) and then you will have to build this system into your game. There are some articles in the Resources section on related topics.
#5
09/21/2011 (3:23 pm)
There is a client pref for player name, you could use this as the "login" i suppose?
Torque 3D Owner Bloodknight
Bloodknight Studios
not t3d but it should give you a starting point