ID:791780
 
Keywords: lobby
(See the best response by Deathguard.)
I have a set of games with a lobby,
each game is own .dmb (as each game is different & I plan them to be servers soon)
the lobby is a hallway with doors to each game & you need the key to open the door.

How do I make it so you can download the program & can only open the lobby?
You simply make the lobby one .dmb and then compile it into a world. Host the world; then the user who connects it will only be able to access the lobby.

I don't know how you want to handle these 'keys,' but I assume something like this will fit your needs:
When a user tries to go through a door;
IF the user has the key, link() him ( see below ) to the other game.
ELSE tell him he can't get through, and don't link him.


You can send users to other worlds using link(). Information on link() is available here;
The link() procedure.

But basically, you just do this:
[The Player] << link("that world's IP:Port")
I can not host at the time & I know how to connect worlds.

I need to know how to keep players from just opening the games
& make them have to go in the lobby
Best response
When they connect to a world, have it check a variable on them called 'Referral,' and use Import() and Export() to send save files back and forth to servers hosting the other games.


If you want clients to host your game for you, then there's not really any way I can think of to do this ( because they have no means to link() to a server that isn't hosted. And expecting your players to manually host each game themselves but not to bypass your key system is a bit silly. )