You can write your topic however you want, but you need to answer these questions:
What do you want to achieve?
I want to know if cross-game communication is possible if connected to a main network
What is the issue?
I’m not a scripter, so I don’t know if my idea is possible. I want to know if there’s a way to link the game’s server to the on-site messages, to make my idea a reality
What solutions have you tried so far?
I’m looking on the massive developer hub, but I don’t know if that’ll give the info I want
My Idea Involving This Issue -
I want to found a company where people can pay to allow their players to communicate via “Rphone” or “Droid” to their friends in a different game (Both games must be connected to the network). I think this could really help mobile players communicate with their friends without exiting the game (If they don’t have a pc), and raise games’ player count due to players not having to leave to talk to friends.
So if I’m understanding you correctly, you want to create an in game chat service, which players can use to communicate with friends who are playing a totally different game on Roblox? You could probably achieve this using HttpService and your own server. Unless Roblox implements this themselves, each game that wanted to support this would have to use code (perhaps a plugin) that you provide them with. This sounds like it could be a big endeavor, but I’m sure it’s possible. Good luck! Let me know if this helps.
The way it’ll work is, after payment, I’ll implement it into their game. I’ll connect each game to the main network, so they can communicate via game, if you understand what I’m saying.
Nevertheless, thanks, and I’ll definitely use your feedback!
This is a good idea, however games are limited to under 500 HTTP requests per minute, which means that combined every player combined must send under 500 chat messages, unless you send them as one big packet each minute, however that would make your chat very slow. other ways to do this would be to use messaging service, however I think that only applies to games within a universe.
I think that’s 500 per server per minute according to the API (I may be wrong here), so unless it’s a large server or there are a few super speedy “typers” it could probably be managed.
What’ll probably happen it they’ll be sent to one of the main servers (in the mainframe network, I’m gonna build around 4 servers for each plan) as one big packet every minute so I can get as many messages across at once, then they’ll be separated. From there, the server will figure out what game the recipient is in, and send it individually (or together with other messages, if there are multiple going to the same game at the time) and be recieved by the recipient. This way as many messages as possible are able to be processed at once, and the main server will be coded to prevent hacking
It’s usually not going to be an issue, unless the game already uses HTTPService, however you are right, it’s per server. This seems like a pretty unique idea nonetheless, so I’m interested to see how it turns out
@DragRacer31 Actually, I believe that only allows cross-server communication. That means it limits messages to servers of the same game. What I need is to allow messages between games, not servers. Thx for the help, though!