DeltaStarStudios's Forum Posts

  • hello,

    Not very versed in internet security. Though I do understand encryptian.

    I'm just wondering how secure the multiplayer connection is?

    For instance, could a peer run hacking software once the peer is connected to the host via the signaling server? Then hack into the hosts device? Hopefully that's not a thing.

    But, there are those Hacking the Scammers youtube videos where they run a reverse connection...

    I don't want bad actors messing with my users.

    Can anyone provide a knowledgeable opinion?

    Edit for typos

  • ON collision > pin to object at image point

    You don't need to delete the weapon off the ground, as that sprite will now pin to the player

  • try changing the random variables to

    floor(random(0,3)

    the other option would be to just spawn anywhere on the map

    Add a box sprite over earth to create your non-spawning zone

    on object created, if overlapping no-spawn zone sprite, then teleport the sprite elsewhere

  • Thanks for the reply.

    I've done just as you suggested.

    The problem is, when peer receives it, their canvas enlarges off screen.

    How do I adjust the resolution?

  • the main method is

    Spawn Object at ->

    x: 25 - sprite.width

    y: random(0,500)

    puts the sprite to the left of your left boundary.

    copy/alter code for the other 3 boundaries.

    then, to trigger it

    every 1 sec, round(random(0,3) [choose which side to spawn on]

    if 0 then

    Spawn Object at ->

    x: 25 - sprite.width

    y: random(0,500)

    if 1....

    so on and so on

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  • I want to

    1. host creates a picture on drawing Canvas, then sends drawingCanvas.asJSON data to peer via multiplayer message

    3. peer recieves message and sets drawingCanvas picture/image from asJSON and is able to "see" the picture created by the host.

    Is that possible?

    I've tried it, but the peer's drawing canvas doesn't load any data

  • it seems to me that the snapshot is being loaded to large

  • I appreciate the response.

    So, what I'm hearing is...

    Since a pc users window is larger, the fix is to... how do I avoid that unintentional stretch?

  • If you ran the build with minimum script or advanced minimization, that will mess up your xcode as well.

    If you did, try rebuilding without compressing pics or minifying script.

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  • edit 2: workaround was limited.

    If host is mobile, and the peer is on PC, the draw canvas enlarges x4.

    such a weird bug...

    ----

    edit 1: found a workaround

    on start of layout, detect device, when on mobile adjust variable sizes.

    In this case, set drawcanvas size to 2x viewport size.

    I'll need to add more "case by case" code now to adjust.

    For example, if host is PC or mobile then...

    if peer is pc or mobile then....

    the host needs to send a message indicating whether they are host or not, and PC peers then adjust their draw canvas accordingly.

    -----------------

    original problem

    I'm trying to think of the best way to word this, as I can't post example files.

    Basically, when two PC's play my game together, the drawcanvas behavior works fine.

    However, when a mobile user and a PC play together the drawCanvas plugin starts acting up.

    When the mobile hosts, the PC peer's canvas grows like x4 the size, effectively magnifying the drawing instead of displaying is correctly.

    Thoughts??

    Edit

    Important to note: the drawCanvas's are not synced at all. So I'm really confused when the same code, on the same device (PC) will display data so differently depending on whether the host is a PC user or a Mobile user.

    Tagged:

  • Hello,

    Working on a multiplayer project.

    Peers can connect.

    Host can send messages.

    But...

    When I attempt to send array data (large array.... sized 360 X 640 X 3)

    The message refuses to send.

    Are there limits to the size of an array that can be sent?

    Attaching the array to the message makes the event refuse to trigger.

    Thoughts?

    Edit

    I was able to get the array to send by reducing it down to (250 X 250, 1)

    However, the peer isn't loading the data

    Host > send message Array.AsJson

    Peer > on message received Load multiplayer.message

    Doesn't work....

    Edit

    Reducing the array size to 100x100x1 allows the peer to load the data

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  • Hi,

    I am wondering if it's possible to do this.

    Host uploads a custom image via FileChooser

    This sprite is then synced to the peers in the game so they can see the custom file as well.

    I tried coding it, but it only shows up on the hosts side.

    Any ideas on how to implement this idea?

    An example of what this would look like in game:

    Host is playing my pong game.

    They want to replace the pong paddle with an image of their face.

    They upload an image via FileChooser

    This new image would then be shared to the peer

    So, in this example, anyone joining my pong room instance would see my stupid face as the pong paddles, instead of the default pong sprite.

  • WOW! THANK YOU!

    You just blew my mind with the two nested loops.