What multiplayer options are there?

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  • Hey guys,

    I'm wondering what Multiplayer options there are available? The built-in Multiplayer doesn't serve my needs as I need something that's always on, rather than the game stopping when the host leaves.

    I have also been using Photon, but their price plans are a bit high for what you get.

    Is there any other options available?

    Thanks!

  • photon cloud, very easy to use and understand. you can have games running as long as there is players in the room. no host or peer.

  • Yeah as I stated above I use Photon at present, but their plans are quite expensive for what you get. $95 for 100 concurrent users.

    Whilst I don't expect that much, it's still expensive.

  • Yeah as I stated above I use Photon at present, but their plans are quite expensive for what you get. $95 for 100 concurrent users.

    Whilst I don't expect that much, it's still expensive.

    95 is not really a lot. If you have 100 players ccu you should be earning enough to cover that pretty quick?

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  • Aye that's true man. I'll probably stick with Photon then, thanks <3

  • ...rather than the game stopping when the host leaves...

    This does not need to be the case.

    You can make it so that another player becomes host, and even preserve the state of the (previously) connected player(s) and game state.

    Just make every peer aware of the game states and IDs, and if you keep track of your current PeerID, you can even reconnect to the new host, and Re-use your own player object after it updated the PeerID to the new ID. You just gotta send the current host your old Id and make the host check if that ID exists.

    I have this working in various tinker projects already.

  • > ...rather than the game stopping when the host leaves...

    >

    This does not need to be the case.

    You can make it so that another player becomes host, and even preserve the state of the (previously) connected player(s) and game state.

    Just make every peer aware of the game states and IDs, and if you keep track of your current PeerID, you can even reconnect to the new host, and Re-use your own player object after it updated the PeerID to the new ID. You just gotta send the current host your old Id and make the host check if that ID exists.

    I have this working in various tinker projects already.

    What's the performance like? It sounds like a dirty hack that would ultimately lag out.

  • ... Just lost intrest helping you out ....

  • How come?

  • Because of your last reply ...

    I felt a bit shit on getting a suggestive statement about it possibly being a dirty hack

    Apologies, anyway ...

    The methods work and its all in the events, with standard plugins performance is not an issue par your own game mechanic.

    Local storage to preserve the users ID in case of a disconnect or crash.

    A var for HostID of the room.

    Preferably an array to keep track of connected IDs during the game for every peer. (and perhaps other values such as health etc)

    By default when the host leaves a room a peer is automatically picked from that room to become host.

    So, with an event to detect if the player that left was the host, recheck if your host and set peer/host group accordingly.

    With the array of peer IDs you can reset potentially still connected peers.

    When the old host reconnects to the room, it should on join send the new host its old id from the local storage.

    The new host receives this, and checks his array of peer IDs, if that old ID was in his array, if yes ... update the peer ID in the array.

    Not really a dirt hack ... just smart application of the optional events

  • I'm sorry if I caused any offence or my comment was received as being obnoxious of sorts; it was a genuine question as I didn't understand the method since it was designed to be ad-hoc.

    My concern was mainly due to overflow or whatnot having to constantly store UIDs etc.

    Thank you for clearing it up, I'll look into it and see how I could incorporate it.

    Sorry again!

    RS

  • hey RetroSpock i myself am looking at multiplayer options and photon is a bit expensive for me as well. Thank you for this post and lennaert for his suggestion

  • hey RetroSpock i myself am looking at multiplayer options and photon is a bit expensive for me as well. Thank you for this post and lennaert for his suggestion

    I'm glad it's not just me that things Photon is a bit pricey for what you get!

    Let me know how you get on

  • RetroSpock will do. If photon actually had a decent documentation i wouldn't mind the price. also you can always pm me if anything since we both want a decent multiplayer for our games

  • hey lennaert can you share with me a quick example of host migration when the host leaves so that the game doesn't quit. would be greatly appreciated

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