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Re: Is it possible to make a MOBA using the RBX Lua?

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BartandBender858 is not online. BartandBender858
Joined: 09 Aug 2008
Total Posts: 12793
06 Jul 2016 03:13 PM
Has it even been done before?
Just curious. Might try my hand at it.
If it exists, post a link to the game page.
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championbuilder is online. championbuilder
Joined: 20 Jan 2009
Total Posts: 13544
06 Jul 2016 03:19 PM
Yes, but ROBLOXs networking makes it near impossible to create a good MOBA.
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championbuilder is online. championbuilder
Joined: 20 Jan 2009
Total Posts: 13544
06 Jul 2016 03:20 PM
Yes to it's possible. Idk if it's done before. If it has, it most likely didn't catch on due to ROBLOXs networking being quite bad.
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BartandBender858 is not online. BartandBender858
Joined: 09 Aug 2008
Total Posts: 12793
06 Jul 2016 03:23 PM
Davidii apparently made one
I did an x-post to RT and found that out.

How bad are we talking about?
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affectless is not online. affectless
Joined: 28 Dec 2014
Total Posts: 1084
06 Jul 2016 03:26 PM
"ROBLOXs networking makes it near impossible"

Nah. It's definitely possible. 10 Hz isn't THAT bad.
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BartandBender858 is not online. BartandBender858
Joined: 09 Aug 2008
Total Posts: 12793
06 Jul 2016 03:27 PM
Hmmmm.
Is that a benchmark or average?
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championbuilder is online. championbuilder
Joined: 20 Jan 2009
Total Posts: 13544
06 Jul 2016 03:29 PM
Well to make a good game, stuff would have to be pretty decently fast so players don't rage and get annoyed due to latency. But some/most ROBLOX users connection to ROBLOX is quite bad.
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Lord_Oscar is not online. Lord_Oscar
Joined: 15 Nov 2009
Total Posts: 17662
06 Jul 2016 03:30 PM
Its been done, and it wouldnt be hard at all lmao


It's simple physics R$26,272
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affectless is not online. affectless
Joined: 28 Dec 2014
Total Posts: 1084
06 Jul 2016 03:35 PM
Actually Roblox's refresh/update rate is erratic. So is its remote event receive rate. But as long as you have reliable extrapolation methods, and write your game in a way so as to allow extrapolation for .2-.3 seconds at a time, things should pretty much always be okay.
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affectless is not online. affectless
Joined: 28 Dec 2014
Total Posts: 1084
06 Jul 2016 03:36 PM
^ That's when using remote events/functions to replicate stuff in your game.
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Lord_Oscar is not online. Lord_Oscar
Joined: 15 Nov 2009
Total Posts: 17662
06 Jul 2016 03:36 PM
^ You should always use those no matter what when deving a game


It's simple physics R$26,272
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affectless is not online. affectless
Joined: 28 Dec 2014
Total Posts: 1084
06 Jul 2016 03:39 PM
No, I'm talking about using them for replicating ALL primary aspects of your game, and now using Roblox's integrated propagation system.
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Lord_Oscar is not online. Lord_Oscar
Joined: 15 Nov 2009
Total Posts: 17662
06 Jul 2016 03:39 PM
ohhh i see


It's simple physics R$26,272
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affectless is not online. affectless
Joined: 28 Dec 2014
Total Posts: 1084
06 Jul 2016 03:45 PM
You'd have to replicate everything yourself if you want to use any extrapolation methods, 'cause Roblox's replication code isn't editable. So you'd have to abandon it in all relevant areas.
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BartandBender858 is not online. BartandBender858
Joined: 09 Aug 2008
Total Posts: 12793
06 Jul 2016 04:40 PM
Can you clarify what you mean by replication?
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affectless is not online. affectless
Joined: 28 Dec 2014
Total Posts: 1084
06 Jul 2016 05:14 PM
The replication of aspects of the localplayer's environment on other clients.
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