What to use for networking?

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  • Hi guys I am planning on making an online game on a future date but idk what to use for the networking because people say the construct networking was not the best. Does anyone know any free third party apps for networking that I can use in construct 3?

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  • construct multiplayer is amazing don'T worry about people trying to validate their choice of using something else by making you use it too

  • I think C3 Multiplayer is good enough, mainly for Co-Op and simple competitive games.

    C3 uses Peer-to-Peer, which allows one player to have more game authority than other players. If your game is a "serious" competitive game (with high probability of cheaters!) then you will probably need a server-based (i.e. authoritative) solution.

    Edit: other options include Photon Networking C3 plugin, or Colyseus.io (as Mikal suggested).

    But yeah, C3 Multiplayer is good. I suggest you start with it because it is easier to learn, and will teach you the basics of multiplayer.

  • Ty👍 Sure will do

  • The lessons and concepts you learn from using the built in multiplayer plugin are 99% applicable to any net code you do in the future, regardless of the specific format or platform.

  • I think C3 Multiplayer is good enough, mainly for Co-Op and simple competitive games.

    If your game is a "serious" competitive game (with high probability of cheaters!) then you will probably need a server-based (i.e. authoritative) solution. You can use Photon Networking C3 plugin, or maybe some JS SDK if you prefer scripting.

    But yeah, C3 Multiplayer is good. I suggest you start with it because it is easier to learn, and will teach you the basics of multiplayer.

    That would be so great if you make a tutorial on it. I've tried to learn but it's complicated and avaible tutorial today are too old

  • If you find you need an authoritative server, I recommend Colyseus. We use it using C3 JS scripting on the client (typescript and node.js on the server), there is also a C3 plug-in, but I don't know how to up to date it is.

    colyseus.io

  • > I think C3 Multiplayer is good enough, mainly for Co-Op and simple competitive games.

    >

    > If your game is a "serious" competitive game (with high probability of cheaters!) then you will probably need a server-based (i.e. authoritative) solution. You can use Photon Networking C3 plugin, or maybe some JS SDK if you prefer scripting.

    >

    > But yeah, C3 Multiplayer is good. I suggest you start with it because it is easier to learn, and will teach you the basics of multiplayer.

    That would be so great if you make a tutorial on it. I've tried to learn but it's complicated and avaible tutorial today are too old

    Actually, I just studied the included examples. The Chat and Pong examples are made by the Construct team and are well commented. You can copy the Pong example and build your game on it.

    There are also a few tutorials made by the team to explain the basics of networking.

    (Recommended) construct.net/en/courses/online-multiplayer-construct-12

    construct.net/en/tutorials/search

    Most of what I learned (which is not that deep) was after I tried to make a MP game and after a lot of trial and error and debugging, I started to get a sense of what is going on.

    Re-covering all that would be a huge task really. So please feel free to ask in the forum and mention me, and I will do my best to answer any question!

  • photon is actually easier to use but worse for cheating

  • If you find you need an authoritative server, I recommend Colyseus. We use it using C3 JS scripting on the client (typescript and node.js on the server), there is also a C3 plug-in, but I don't know how to up to date it is.

    https://www.colyseus.io/

    Hello Mikal,

    I have tried Colyseus after your suggestion. It is really great! But I couldn't get it to work locally with C3 because Construct needs a secure connection. I can only use it on the Glitch server for now, which makes iteration super slow.

    Do you think there is a way to use Colyseus locally and still work with C3 local debugger?

    Thanks a lot!

  • Yes, I run a server locally along side the client in preview, we use ws: and http: instead of wss and https locally.

  • Yes, I run a server locally along side the client in preview, we use ws: and http: instead of wss and https locally.

    I tried it but the preview couldn't connect to the server, unless I used an online SSL server like Glitch. So I thought my issue was because C3 only uses secure context?

  • When you go to the local server do you use http and ws instead of https and wss?

  • When you go to the local server do you use http and ws instead of https and wss?

    "ws"

    Turns out (after testing Cors, ws vs wss...etc) the issue was the barebones colyseus sample uses a different room name (in arena.config.ts) than the one in construct sample.

    Thank you for your time :)

    By any chance, do you have experience in scaling colyseus based on number of players? Our team is looking for someone to help with that, if you are interested.

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