Multiplayer - Dedicated server test

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Very simple code without excess options (15 events for server and 11 events for client)
  • I would like to get some tips from people that have successfully hosted dedicated servers for multiplayer C2/C3 games.

    Are you using a VPS (windows/linux?)

    What is a good server configuration?

    Does hosting work better using exported NWJS app?

    Other tips?

    Example:

    I have setup a dedicated server as a test for a multiplayer tank game. It didn't seem to do that great because CPU kept getting maxed out. Finally I noticed that I could host the game with Chrome minimized, and that made a drastic difference in CPU usage. I am guessing that the game does not render anything when minimized, which results in sort of simulated "headless" mode.

    You can try my simple test game (while it is alive) at http://www.damonapps.com/tankarena

  • Oops, I meant to put this in the general forum.

  • * moved

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  • can you show me how to pin turret and rotate it toward mouse

  • Sorry for the slow response, I don't always check messages here.

    Turret has pin behavior. When tank is spawned, it spawns a turret and pins it to itself.

    Also a variable is set on the turret that has the ID of its parent (the tank UID)

    When operating the tank, use event to pick turret that has the variable = tank.UID

    Then, use the "rotate toward angle" action. I rotate by 5 degrees at a time and use the angle() function to get angle between the tank and the mouse.

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