DuckfaceNinja's Forum Posts

  • You can afford both those, but can't buy a C2 license?

    http://en.wikipedia.org/wiki/Rhetorical_question

    It's probably "that kind" of version if you know what I mean. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Naji, this will require mastery in array manipulation

    Is this a long term project? I don't see myself finishing something like this alone in less than 6 month... I don't know about others..

  • Would you find that useful?

    I think it will be very helpful for cases like this.

  • I want to create a forum within the Construct 2 for my game ... How can I create a system to create topics it? And to bring up the topic when we create and who created the thread ??

    Sorry, i don't speak english :/!

    That would be astronomically difficult and advance. Using available engine in the market is still the best way.

  • As per requested by ASHLEY. Brace yourself, crazy instruction is coming.

    Problem Description

    Describing the problem is beyond my understanding and knowledge of what's happening, however you can read the symptom and observation here. It would be helpful if other user can understand the problem, please notify me, I will update this section. Specific test on the problem is not possible because the information of breaking change between r178 and r179 is unavailable.

    However the best description I can give is, the client will be DC/kicked unnaturally after connecting to a room (duelroom) with a condition of it has joined then left other room previously (lobbyroom). This also affect all my recovery mechanism upon disconnection. Tell me if this is confusing, I'll try to rephrase.

    Attach a Capx. Download link below.

    Please follow the instruction carefully as the project minimized tremendously, as all fail-proof mechanism/events were removed for readability of the real problem.

    Note:

    • Provided capx is as minimal as it can be to simulate the problem, expect 20+ events for each capx. Tests in smaller scale than this doesn't help.
    • Capx provided is in r178, so that you can duplicate it to test in both r178 and r179.
    • All marked "nothing to see here" are prerequisite to re-simulate the problem, but doesn't play any role on the issue. You can Ignore these.
    • Ping functionality are left for tester to play around.

    Description of Capx

    • [LobbyHostDFN.capx] This is the host for the lobby, which responsible to create Duelhost and managing the transfer of peer.
    • [DuelHostDFN.capx] This is the duelhost for the two client in duel.
    • [CCGclientDFN.capx] This is the client for the game.

    Steps to Reproduce Bug, applicable for both r178 and r179

    Note: this is doable with just a single type of browser.

    • Open all capx in different instance of C2. [3 instance]
    • If your default preview port is localhost:50000, or change the address in LobbyHostDFN.capx Line17 accordingly.
      • Run Preview LobbyHostDFN.capx first and grab Localhost:50000
      • Run Preview DuelHostDFN.capx second to grab Localhost:50001. If it grabbed other port, change the address in LobbyHostDFN.capx Line17.
      • Run Preview CCGclientDFN.capx third and grab Localhost:50002 [important: run 2 instance/window/tab of this]
    • Once you run preview all three, you can close Localhost:50001.
    • By default, Lobbyhost (50000) will attempt to connect on start layout. You should see 4 logs [connect, login, joining, joined as HOST]
    • By default, Client will check whether Lobbyhost is already exist or not, if yes, the go to lobby button will be enabled.
    • Enter username in each client, click go to lobby. Observe the log in Lobbyhost and Client to see connection status. Play around with the ping button to see if they are communicating. If they are, they should be ready to request match.
    • Click Request Match button, Localhost:50001 will popup, this is duelhost popping up. Ensure to enable popup from localhost, check your address bar.
    • The process is pretty much automatic from here, both client will leave LobbyRoom upon confirmation from lobbyhost, then it will attempt to connect duelhost.
    • Observe the duelhost and clients logs. See observation section. Play with ping button a bit.

    Observed Result: r179

    [quote:178gjxsv]

    Observation from both client log r179. This is the unnatural DC I'm talking about. Ping failed.

    [quote:178gjxsv]

    Observation from duelhost log r179. Host failed to log leave reason, only error message managed to be logged. Ping failed.

    Expected Result: r178

    [quote:178gjxsv]

    Observation from both client log r178. Ping works!

    [quote:178gjxsv]

    Observation from duelhost log r178. Ping works!

    Investigation Note

    • Please read event group description to help on the investigation.

    Affected Browsers: All version are latest

    • Chrome: (YES)
    • FireFox: (YES) Note: Lousiest of the three in term of WebRTC.
    • Opera: (YES) Note: Opera seems to be second most responsive for WebRTC, after Chrome .
    • IE: (WebRTC unsupported)

    Operating System and Service Pack

    Win8.1 64bit

    Construct 2 Version ID

    R179 (affected)

  • I think it is just a stereotyping by people on earth to hate zombies, it's like it was ok and ethical if we say "die!! stupid zombies!!", but to say "die!!! stupid chicken!!", it looks like you're hating chicken for being stupid, it looks like a cruelty towards animal. If it is "die!!! mad chicken!!" it sounds ethically correct, because you're killing rabid chicken. Just my 2cent on the title and your game itself.

  • CC: Bl4ckSh33p

    You're the only person I can remember working similar MP mechanism as I am, in terms of dedicated host. Have you tried r179? Any insight would be appreciated.

  • Could you post a bug report? Then I will investigate further.

    I can post a bug report but I would have a problem in creating minimal capx and describing the problem for now, because I don't have a clue on which function/expression is the problem, I still need some hint on what changed in between r178 and r179. It's like looking for a needle in haystack.

    I'm still in the middle of recreating the mechanism, this will take a while. Weird thing is, there's no problem in lobbyhost, it's just the duelhost. Yet, having the duelhost to work flawlessly in r178 doesn't tell me anything is wrong with r179 at all.

    I have a gut feeling that "kick peer" might have something to do with it.

  • I don't think it is possible to sort JSON data straight forward but you can load the JSON data into array, then just sort the array.

  • Did anyone have problem with MP in r179? Please report here if you did, I need the information.

    In my latest project build it works well up until r178 and does not in r179. Small test of every expression/action I used doesn't show any similar symptom that I have with the current project.

    Workflow:

    • 2 Clients connect to lobby (lobbyroom)
    • 2 Clients request match to lobby
    • Lobby create a duelhost (browser: New Window)
    • Lobby assign a roomname (duelroom) to both requesting peer
    • Peers leave lobbyroom
    • Peers enter duelroom

    Room transfer mechanic:

    Peers will request roomlist first before attempting a connection, if the roomname exist, only then it will request connection to lobbyhost or duelhost. If the roomname does not exist, it will wait 3 seconds before another attempt, max attempt is 5.

    Observation/symptom in lobbyhost:

    [r179]Connection is perfect.

    [r178]Connection is perfect.

    Observation/symptom in duelhost:

    [r179] Immediate disconnect after joining duelroom. (The duelhost manage to log that both peers manage to join the room but left/kicked immediately). Host failed to log any leave reason. Host remain connected to signalling server but the peers don't.

    [r178] Connection is perfect.

    Note:

    No change was made in the project, this was discovered immediately after installing r179.

    Reverted to r178 atm, things are working now. Previously such issue never happen from r173 throughout all beta until r178.

    Ashley

    With the addition of kick peer to the plugin, is there anything that you change in the current expression/engine/anything that we should know about? Detailed changelog notes specific for MP probably useful here.

    I'm looking for a hint for what went wrong, or a possible bug, but the MP features are being used substantially in my project, there's no way to pinpoint the problem atm. I made a few minimal project in r179 to reproduce the problem, none of them reproduced the issue, and I'm still trying blindly without hint.

  • Okay I see what game project you working on at the moment ?

    I'm working on a multiplayer CCG, prototype is still in the making, there's an awful lot of development to do, stuck with a few logic at the moment, which why you're seeing me roaming the forum, to get hints from existing threads. This thread seems to derail because of me lol, I think I'll stop here, and good luck with your decision, cheers!

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  • ninja OkAy yeah everyone seems pretty freindly too in the C2 forums. By the way what does reputation mean on on here like how do the numbers get raised up and do u get any rewards with those points

    I don't really know what the reputation supposed to do, but i think it is at least a spambot countermeasure. There are a lot of ways of increasing the reputation, which you can read from each badge description, even just from downloading new version increase your reputation. I never pay attention to reputation and badges, it just simply grow itself depends on your activity in forum.

  • It is a bug cocoonjs and it won't be addressed. I think you missed the announcement in r179 download page that cocoonjs support is depreciated. You might want to consider looking at other export option because nobody will get anywhere with this situation.

  • Why you never look back at gamemaker may I ask ?

    Just to add up from my previous post. Not trying to defame or anything, just honest insight.

    I've been holding this onto myself for quite a while, I think I just want to get this out of my head and share some experience.

    The community in GameMaker itself is a bit unhelpful and easy to cut off people, this maybe ok if it is from normal user, but from a moderator is a no-no. They have a tendency to close thread prematurely even though the discussion is legit. If you see this link, which one of the many threads that is yet to blossom, being closed because of a moderator personal opinion, that is seriously bad. Threads should be given chances to grow like here in scirra.

    In scirra forum, this never happen, there a lot of stupid thread here but in the end somebody always comes in and giving meaningful response, making the thread seems more meaningful and educational. In gamemaker, it's a no. This thread of yours is a no-no over there, because you "won't give benefit to the community as a whole" lol.