calituz's Forum Posts

  • 6 posts
  • Thanks for your reply. I switched the bandwidth profile to "Lan" and works a bit better now, though, it's not real solution for my purposes.

    I just played some Surviv.io and I was wondering what's behind at the back-end that makes possible to have a smooth and lag-less experience to play it.

  • It is pretty much the same game as in the "Multiplayer tutorial 4: real-time game" by Ashley except this one also syncs a bullet projectile. Testing the game even in localhost (with 2 browser windows) has some slightly but very noticeable and annoying input delay.

    What can I be doing wrong?

  • There is no difference

  • Why is there a noticeable delay on the client side when testing the game with 2 browser windows in the same PC? This can be seen when i aim and shoot at the host; the "PeerName" Text Object which contains the Health among other info takes a while to get updated on the client side, enough to be quite noticed (around 0.3 seconds, i'd say)

    This feels even worst if you decide to spawn a projectile with Bullet Behavior instead of the "instant hit where you aim at" mechanic made in this example.

    Why am i not getting a near zero lag/delay experience playing the game like this?

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  • I made a some sort of a Multiplayer Online Top-down shooter prototype which works, but due the hard nature to program a real-time multiplayer game, i failed to deliver a non-noticeable delay experience on the client's side when certain actions are made. The most noticeable one is when the client shoots, the projectile appears on its screen a bit later than when it should be. I am testing it in a PC in 2 different windows of the same internet browser and in a PC and a notebook over the LAN network. The results are pretty much the same on both cases.

    I am trying to keep syching objects to the minimun but the delay still persists.

    Is there something terrible wrong i could be doing without noticing it?

    Thank you.

  • I'm building some sort of a city for a top-down shooter. The screenshot below (zoomed out) shows less than half of what i have made so far (around 1000 sprite instances in total). Red sprites being the walls of the buildings while the rest being just props (random things scattered around). I want to make the city (kinda) bigger, 3 times the size would be nice. Requiring many more sprites if following the same pattern.

    So my question is: what can i do to minimize the impact in performance having that many sprites?

    OffTopic: Seems i cannot post any images yet, that's too bad.

  • 6 posts