Hello,
thanks a lot for the answers, that get things become more clear to me.
tomsstudio: I know about the problem. At the moment I'm trying some different solutions to get a basic system done that I can use as the base for the project. At the moment I have the client and the server in the same project, defining a global variable defining if the instance is running as server or as client. If it says it's the client and the instance becomes the host I throw an error message saying that the servers are down at the moment and the user should reconnect in a couple of minutes. But that means that I have to export all the time two versions of the project (server and client), but after all everything can be done in one project which should be easier to make changes in bigger projects on a later stage (hopefully).
For the server I've done a special GUI which looks like this:
[attachment=0:zwnxwl4n][/attachment:zwnxwl4n]
I hope that I can solve the performance problems with this solution, but I'm not sure if Construct2 automatically remove the rendering of non visible objects. I have to test this...
Refeuh: The main two reasons why I want to use dedicated servers is that I want to prevent cheating and that I want to make sure the server has a great connection which is mainly because it's located in a datacenter and not at the internet line of a user. In general Construct2 follows the "never-trust-the-client" principle which is great because it's some kind of an authoritative server model. That means that the clients are only "displaying" what's going on on the server and don't include own "logic" which could confuse the gameflow. If you have a serious gameplay like a MMOG where users can buy items, handle their own char etc. it would be a big problem if the server is running on a client machine because this client can always cheat the game by manipulating the local variables of the javascripts (remember that the exported game is not really encrypted or something). Also he can use some speed hacks etc. If I run a dedicated server on my own machine located in a datacenter, the clients are only displaying what has been calculated on the server, no matter if they hack their local client. It will always be overwritten by the data the server is sending. Thats in my opinion the better model to handle serious games.
Best,
Benny