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The Essential Guide to Creating Multiplayer Games with Godot 4.0

You're reading from   The Essential Guide to Creating Multiplayer Games with Godot 4.0 Harness the power of Godot Engine's GDScript network API to connect players in multiplayer games

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Length 326 pages
Edition 1st Edition
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Author (1):
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Henrique Campos Henrique Campos
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Henrique Campos
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Table of Contents (19) Chapters Close

Preface 1. Part 1:Handshaking and Networking
2. Chapter 1: Setting up a Server FREE CHAPTER 3. Chapter 2: Sending and Receiving Data 4. Chapter 3: Making a Lobby to Gather Players Together 5. Chapter 4: Creating an Online Chat 6. Part 2:Creating Online Multiplayer Mechanics
7. Chapter 5: Making an Online Quiz Game 8. Chapter 6: Building an Online Checkers Game 9. Chapter 7: Developing an Online Pong Game 10. Chapter 8: Creating an Online Co-Op Platformer Prototype 11. Chapter 9: Creating an Online Adventure Prototype 12. Part 3:Optimizing the Online Experience
13. Chapter 10: Debugging and Profiling the Network 14. Chapter 11: Optimizing Data Requests 15. Chapter 12: Implementing Lag Compensation 16. Chapter 13: Caching Data to Decrease Bandwidth 17. Index 18. Other Books You May Enjoy

Retrieving players’ avatars

In this section, we will implement the retrieve_avatar() method on the LobbyServer.gd script, which will allow players to request their avatar data from the server. The avatar data is stored in the fake database. The server will respond with some RPCs to update all players with the appropriate data, displaying their avatars in the shared lobby.

With this method in place, we will complete the functionality of our Lobby project. Players will be able to authenticate themselves and display their avatars in the lobby. This will provide a solid foundation for building more complex multiplayer games in the upcoming chapter, as the basics of networking have been covered.

Let’s do it!

  1. In the retrieve_avatar() method, check whether the user is logged in by verifying that the user exists in the logged_users dictionary. If the user is not logged in, exit the function:
    func retrieve_avatar(user, session_token):
        if not...
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