Deko's Forum Posts

  • 8 posts
  • I ought to clarify. Photon can do more than two updates per second. digitalsoapbox - I am making a turn-based game so I don't know its speed limits.

    lennaert Surely Socket.io+Node.js is better but only for advanced users. Do you know statistics for photoncloud?

  • TwinTails, PlasmaGames2013, digitalsoapbox, lennaert: You can try it out, and give feedback to us. I want to encourage to tell me if you found any correction in the descriptions.

    Bear in mind that the official Photon SDK demo-particle just sends two updates per second. I don?t know its limits.

  • This is my Photon Cloud plugin, a simple plugin that I made for a small multiplayer game that I will play with my friends.

    "Photon Cloud is a fully managed service of Photon Servers. Exit Games is running servers in several regions, ready to use anytime. No install and no hosting operations for you.

    The Photon Cloud uses a room-based approach to gaming: A limited number of players get together and update each other with in-game data like positions, etc. All of that is client-driven. Currently, the Photon Cloud does not allow any custom server logic. The client APIs offer simple but powerful options for matchmaking and data exchange for real-time gameplay."

    more: Understanding Photon Cloud.

    How to test it:

    1. Download my photoncloud plugin and install it.

    2. Get the PhotonCloudDPluginTest.capx and open it with Construct2.

    3. Export the project as a HTML5 website without minifying the script (preview will give you an error).

    4. Open with your browser and test it.

    <img src="http://img27.imageshack.us/img27/8377/ctgt.png" border="0">

    Yes, this demo is not a game, multiplayer games are definitely advanced things.

    5. Please, get an account with ExitGames for a personal 'Aplication ID'. It is free and offers 20 concurrent users.

    Change the appId value in the 'runtime.js' file in the folder of the photon plugin installed.

    ( with a Text Editor find the line 53: var appId = "your appId here"; )

    Optionally you can replace the default masterAddress with your nearest PhotonMasterServer.

    6. You are ready. Try developing a multiplayer game.

    <font face="Courier New, Courier, mono"><font size="2">

    ACTIONS                 CONDITIONS                 EXPRESSIONS

                          On connected, On error       ClientError

    Set name              On room list update          RoomPropsList

    New Game              On join room                 MyPlayerIDinRoom

                          On player join               PlayerJoinedID, PlayerJoinedName

    Quit Game               On player leave            PlayerRetiredID, PlayerRetiredName

    Send message by event   On message by event        LastMessageBy, LastSenderIDby

    </font></font>

    I hope to provide useful descriptions, english is not my first language. Any correction is welcome.

    Files:

    Plugin photoncloudD.zip

    https://www.dropbox.com/s/ko8qrwqttu9hcnw/PhotonCloudDPluginTest.capx

    It seems that PhotonCloud now is called PhotonRealtime...

  • I made a simple Photon Plugin for my game, but I hesitate to post it in the forum. I will share it if anyone is still interested with Photon. Here is the ACEs:

    <font face="Courier New, Courier, mono"><font size="2">

    ACTIONS                 CONDITIONS                 EXPRESSIONS

                          On connected, On error       ClientError

    Set name              On room list update          RoomPropsList

    New Game              On join room                 MyPlayerIDinRoom

                          On player join               PlayerJoinedID, PlayerJoinedName

    Quit Game               On player leave            PlayerRetiredID, PlayerRetiredName

    Send message by event   On message by event        LastMessageBy, LastSenderIDby

    </font></font>

    (A player first try to join a random room, an unsuccesful matchmaking creates a room with automatic name. Once in a room you can raise and receive diferent events, also to know who sent a message.)

  • <font size="2"><font face="Verdana, Arial, Helvetica, sans-serif">I'm trying to make a Plugin based in the Behavior (a simple plugin version of the behavior). For now the plugin can create/join/leave a room, and send/receive a message. It is very basic... <img src="smileys/smiley12.gif" border="0" align="middle" />

    </font>

  • Hi everyone!

    First of all, networking is a new thing for me.

    scidave wrote:

    "Adding text based online using PodSixNet would be as simple as taking the chat example and expanding it a little bit.

    The only part that isn't easy is initiating connections with your opponents. Right now you need a internet facing server (or you have to manually configure port forwarding on your computer)..."

    Who need to set up 'port forwarding'? The server, the clients, or both...

    What is an 'internet facing server'? (related to construct+PodSixNet)

    Do I have to pay for it?

    Thanks for reading this post.

  • scidave, Thanks for relase this plugin!

    I want to make a server for 20 players. It is for a simple turn-based game with players in pairs... I can understand the scidave's example with 2 players, but I can't get more than 2 players connected...

    Since a turn-based game don't need to send messages always (every tick), I think a Chat example should be perfect for this. Would anybody be kind enough to make a Chat example?

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  • Hello, everyone! I have been learning Construct for a couple months (Thanks to all the guys that made the fantastic tutorials and examples)

    I'm interested in turn-based games with Construct, so I am going to ask many questions that should have obvious answers. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • 8 posts