digitalsoapbox's Forum Posts

  • droxon

    I wouldn't count C2 out. All engines are going to have trouble at high resolutions on low end hardware. C2 just makes it more difficult because instead of having an easy way to control the resolution, it involves a lot more legwork on the part of the developer to deal with things like altering the HUD position/scale based on resolution. Having to do it manually feel very old-school and not at all user friendly. The reasons I've seen for the lack of this feature aren't very moving and it seems like it'd be better to add a way to more easily control the resolution instead of base resolution or scaling to the monitor's current resolution. It would be a pretty useful feature for both desktop and console games to help improve performance and allow games to be a bit more scalable more easily for people using C2 so they can reach a larger audience. I guess we need to keep asking Ashley for it .

  • Looks like a really cool and polished game! Congrats on getting a publisher

    The development is still under Construct 2? any plans of switching? how is the performance on low end computers? Sorry to ask so many questions, is just that I'm considering switching back to Construct 2 for my next game and I'm curious of how the performance has improved over time.

    Thanks! Yes, it's still in development under Construct 2, at least for the PC builds.

    Performance on lower-end PCs isn't great, but I think you'll find that to be the case with most game engines. C2 definitely has its performance quirks that need to be worked around, but so does Unity, Game Maker, etc. If you're doing, say, a low-res pixel art game then C2 will be fine. As soon as you switch over to full HD, performance tends to drop on machines with less powerful GPUs (and GPU power is definitely the main bottleneck in C2 - don't even try high res on an embedded Intel GPU. That really should be looked into by Scirra).

    Some of the performance issues can be solved with finding some way to switch the internal resolution (canvas) of the game, more than just a toggle for high quality fullscreen scaling, which sadly C2 does not allow by default (and it really, really should, and it's a huge inexplicable oversight that it doesn't), but that just means it needs to figured out by the developer until Ashley & company get around to implementing what should be a pretty standard feature.

  • digitalsoapbox

    check the line 3 of your translation.lang file is:

    "available_language":

    insead of:

    "availables":

    Yep, seems like I still had the old version. Thanks!

  • Haven't posted in awhile about SOMBRERO because of interesting happenings, a few of which I can talk about now:

    Thanks to blind luck at a poorly-attended game expo in New Jersey that took place during a hugely inconvenient storm that almost blew us off the road on more than one occasion while getting there, I had a chance to meet a publisher rep and after months of back & forth, SOMBRERO now has a publisher!

    The official, important-sounding press release can be read here:

    http://site.pixelmetal.com/for-immediate-release-etc/#more-813

    One of the benefits of having a publisher is that they have quite a few more resources to take advantage of - so I'm also in the process of adding online multiplayer (with Photon, which will hopefully lead to cross-platform multiplayer with PC/console releases), which I just wouldn't have time to do without them taking over some stuff like QA/Playtesting and dealing with getting the game into all the various online stores.

    Follow the Facebook page to keep up-to-date on various happenings like updates, new features, new characters (including some guest appearances from other indie games) and release dates:

    https://www.facebook.com/PixelMetal/

  • [quote:2wmcfy7s]Photon Chat is another Photon API which most likely requires another C2 plugin which does not exist currently.

    1 - What's the difference between real-time mode and chat mode?

    2 - Do you planning make a plugin for a chat?

    3 - With current plugin, I can not connect to the server: "Authentication failed"

    I need a same plugin, but i want to link it with chat-server.

    Maybe the problem can be solved by changing a few lines of code?

    Waiting for your reply.

    It's really unfairly to ?2-users please fix it.

    You need to make sure to put the AppID (which you get from Photon once you've set the app up on their platform) into the plugin to be able to connect and send/receive data. The error is on your end, not theirs.

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  • digitalsoapbox Thanks !

    Are you sure you have included the file correctly ?

    I will try to find the issue, it's very weird you have the issue on the example :/

    Yep, I"m sure - the plugin shows up correctly in C2, events can be added just fine, but I receive an error on preview. This occurs in the example, with no changes made to it.

    Just tried the latest update, and now I'm receiving this error:

  • This is extremely awesome, thanks for sharing.

    I am getting an error in all browsers, however, when I run the example:

  • ThePhotons

    1-Where can I download the plugin for c2? (link was deleted and i cant find any new links)

    2-Why i cant find SDKs for Photon Chat, plugin works only with Photon Realtime?

    You can already do chat through the existing plugin - look through this thread, someone's already posted an example.

  • digitalsoapbox don't hope for any kind of features for this plugin any time soon ...if ever.

    If you look through this thread you'll find that this plugin only got 1 single feature update back in March 2015, one month after release.

    Either you can pull off what you have in mind with the functionality already provided or you look for an alternative, like the official MP plugin.

    A good thing is they at least keep providing bugfixes if something breaks.

    I have the strong feeling that unity is their main focus and they dont pay much attention to the construct2 community.

    It would be really nice from the photon guys to just say that they dont plan on adding features to this plugin and

    dont keep saying "not implemented in the plugin YET" these are just delaying tactics and a huge waste of time for everybody.

    But that's just my opinion and i could be wrong. Time will tell i guess

    I don't really have any issues with their responses so far. Sadly the native multiplayer isn't fully cross-platform - no console support - which Photon is and that's what I need. I'm sure it'll all work out just fine.

  • >

    > 1. I wasn't looking for random matchmaking, but a way to only return rooms which meet certain criteria like game mode, a specific stage, etc. Does that make sense?

    >

    >

    You can iterate over room list and check criteria on each item. Photon does not provide filtering for room list request.

    It does so only when "join random room" operation invoked (not implemented in plugin yet as I said)

    I see. Thanks for the head's up. Any idea when such functionality will be added to the plugin?

    • N
  • Thanks for this!

  • Have you guy tried splitting the debugger menu from the actual game window. I've notice that If i am debugging with both the game and the menu on one window It tend to fuck up but if i manage to split it up it runs like a charm. such as debugger in one stand alone window and the game in the other window.

    The problem may just be the debugger itself that is taking a toll on the engine. and is not calculating properly and perhaps that there is a frame-rate math that is causing itself to loop infinity times over. but that just a guess on my part.

    It's not the debugger, the same performance issues occur without it enabled .

  • 1.Random matchmaking is in our todo list but I don't know when exactly it will implemented.

    2. Please find room list handling sample in demo-test. Looks like you iterate extra room. Use Photon.RoomCount - 1 as upper bound.

    3. You do not need to send strings or any other payload. Assign different event numbers to each key.

    Event behavior is not affected by payload type. This is hardly possible that same event works with coordinates but fails with string. Please search for errors in browser console log and let me know if something useful is there.

    4. Photon events are identified by numbers. In conventional languages constants or enums are used for such things as event codes. If you know C2's equivalent for constants, feel free to use it.

    1. I wasn't looking for random matchmaking, but a way to only return rooms which meet certain criteria like game mode, a specific stage, etc. Does that make sense?

    2. I'll take a look, thanks, though I don't remember there being much detail on retrieving the room list at last glance.

    3. By "string" I mean sending, say, "left" to trigger an action in C2 as opposed to sending X/Y value. But I think I figured it out, and it was an issue on my end.

    4. Makes sense, it's just that being able to name a Photon event instead of numbering them would be easier to keep track of.

  • ThePhotons

    Does this plugin work with the recently announced XB1 support?

    *EDIT: It seems to work just fine on XB1. Very exciting!

    Are you planning on adding room filters and a direct way to retrieve a room list to the C2 plugin? Those would be useful features.

    I get an error right now what I'm trying to retrieve a list of all of the available room names:

    I've also tried using events to send strings to start movement instead of X/Y position, hoping to reduce the number of events I'm sending to Photon, but it doesn't seem to be triggering on other peers. Any advice on this?

    And if you're still looking for features to add, it would be really nice to name events instead of just number them. So, instead of "on event 1," it could be something like "on event 'userinput'." It would help to keep track of what's doing what more clearly.

  • Mr1H

    I've done this in C2. It's not especially difficult, just plan out your XML schema so that certain X/Y coordinates are used for different values in the XML.

    For example, this is my format for weapon settings:

    <weapon>
            <playerWeaponID>pistol</playerWeaponID>
            <playerWeaponName>Pistol</playerWeaponName>
            <playerAmmo>6</playerAmmo>
            <playerAmmoMax>6</playerAmmoMax>
            <projectileCount>1</projectileCount>
            <projectileSpeed>1400</projectileSpeed>
            <projectileRotation>0</projectileRotation>
            <projectileGravity>0</projectileGravity>
            <projectileLife>1.25</projectileLife>
            <projectileFireRate>0.325</projectileFireRate>
            <projectileExplode>0</projectileExplode>
            <projectileBounce>0</projectileBounce>
            <projectileTrail>1</projectileTrail>
            <projectileVFX>0</projectileVFX>
            <projectileSFX>revolver_fire_01</projectileSFX>
            <projectileBounceSFX>ricochet_01</projectileBounceSFX>
            <projectileHitSFX>cartoon_punch_01</projectileHitSFX>
    </weapon>[/code:1p60ug27]
    
    WeaponID is from 0, Y. WeaponName is in 1, Y, etc. Implementing it as a function that loops through all of an array's rows/columns is fairly straightforward if you plan ahead.
    
    @Kyatric
    Of course the file can be downloaded.  It's just a text file. Invoke a download of the resulting string with the Browser object.  It's a pretty good way to save user settings locally as well.