These are good points. The thing is with my game Lazer I made, people downloaded the game, and then hosted a game. When they told their friends in a different house to connect to their game, it gave them a timeout error and would not connect them - what happened next? Emails in MY mailbox saying my game has bugs....it seems that port forwarding for 'casually hosting' games is not yet common knowledge. I tried to explain to them.. "well see, you have to go to your routers main interface panel, and forward ports 1626 to your ip address which you can figure out by doing this this and this..." by time i got done explaining it they had already gone "screw it" and played anther game where this is not an issue.
Making players fustrated is one of the best ways to guarantee that they don't want to buy your game, so I don't look highly upon asking my customers to re-configure their routers...at least I know I'm not going crazy and this really is an issue people have to face...but has any other blitz developers run into this problem? I can't imagine someone who spent months making a huge multiplayer game, and then realizing their air-tight code wont work cuz players don't want to invest the time in learning how to host a game....
Making players fustrated is one of the best ways to guarantee that they don't want to buy your game, so I don't look highly upon asking my customers to re-configure their routers...at least I know I'm not going crazy and this really is an issue people have to face...but has any other blitz developers run into this problem? I can't imagine someone who spent months making a huge multiplayer game, and then realizing their air-tight code wont work cuz players don't want to invest the time in learning how to host a game....