Everade's Forum Posts

  • Sony and Microsoft are heading more and more towards Indie Devs.

    Since Construct2 is a great tool for designers (without programming skills), i think it's a great opportunity for Microsoft to get their hands on some very unique Indie Games.

    And of course for us, to reach out to a much broader and great audience!

    I would love to have access to:

    Online Multiplayer

    Achievements

    Cloud Saving

  • I'm also working on a bigger project using it. I hope it's still in C3 as it will take some years to finish it.

    And no problem, i'm happy that i was able to help.

  • Installed a SSL certificate but for some reason i can't connect.

    I will just leave the current running signalling server online.

    It seems a few people are using it already, so i guess it's enough for now

  • Someone just connected.

    And omg sorry i posted the wrong IP xD i forgot 2 digits

    corrected it now!

    But i'm setting up a SSL certificate right now, i will keep you posted.

  • tonypond

    It works for me, just tested it.

    Did you enter the correct IP?

    The problem might be that i'm not using SSL

    It states:

    // SSL configuration. Use of SSL is strongly recommended. Due to some firewalls, routers or

    // NAT devices in use on the Internet, insecure WebSocket connections may not be able to connect

    // where a secure WebSocket connection can. Encryption prevents buggy packet-inspecting

    // middleboxes from meddling with the traffic on the assumption port 80 is HTTP web traffic.

    and

    Choosing a

    // non-standard port may cause some firewalls, routers or NAT devices to block the connection.

    The problem is that i can't offer you any of it.

    Because i'm running other services on this server which would interfere and i don't have a SSL certificate

    Letme check, maybe i can get a SSL certificate.

    I'm on it.

  • dannykln

    jasmattkrz

    tonypond

    I've setup a Signal Server for you guys.

    Feel free to use it for now.

    It's running on a dedicated server in Europe/Germany with a 60Gbit/s backbone.

    Set Connect to signalling server inside your project event to:

    "ws://92.51.171.10:12475"

    Please note that it's not running as SSL nor on standard-port 80

    Some player might have connection issues. But i still hope i was able to help you guys.

    Have fun

  • Damnit, just wanted to test some major changes xD

    I think i should setup my own signalling server since i bought one already.

    That they split C3 up into two major versions: Game & Enterprise. C3:Game would be focused on canvas-based JavaScript abstraction (their previous idea of C3), while C3:Enterprise would be focused on non-canvas JavaScript abstraction. The Enterprise version would contain things like site formatting, tables, authentication, database access, caching, among other things. They would also be able to do C3:Ultimate, which would contain both Game & Enterprise versions.

    Someone's summoning bloody fingertips right there xD

    Nevertheless, i hope it's going to blow us away. Or the big secret might push an overhype as usual.

    Which creates major disappointment throughout the community.

    Whatever...

    I'm looking forward to it.

    The most important thing is, that it supports C2 project backwards compatibility.

    So we can work on longer projects while knowing that we can continue our work using the new mighty C3.

    Would still be great to hear any news about it (no details about features or something like that).

    But teasers?!

    Or aprox. release date (6 months, 1 year, 2 years, 5 years...)

    Or aprox. release date for alpha / beta so we can help to mold the outcome with actual feedback.

    Something to look forward to.

    I have subscribed by mail to the news on day 1.

    Yet haven't recieved even one mail yet.

  • The way you should design your multiplayer game shall always be to send the tiniest amount of data possible.

    Syncing the position of all Players is also normal.

    System ¦ On start of layout -
    -- Multiplayer ¦ Sync PlayerObject (with Position only, precision Low (int16, 2bytes) at Normal bandwith (unpredictable)[/code:1pv07suh]
    
    Please note that you still require a basic Multiplayer Setup.
    To connect everyone with each other and associate each Player Object with a Multiplayer.PeerID
    
    Here are the basics about Multiplayer and the Plugin:
    [url=https://www.scirra.com/tutorials/892/multiplayer-tutorial-1-concepts/]https://www.scirra.com/tutorials/892/mu ... -concepts/[/url]
    
    Here's a Tutorial for real-time multiplayer games
    [url=https://www.scirra.com/tutorials/915/multiplayer-tutorial-3-real-time-game/page-1]https://www.scirra.com/tutorials/915/mu ... ame/page-1[/url]
    
    [i]Checkout the Multiplayer example .capx files inside your Construct 2 installation folder.
    There are multiple ones and should help you to understand how everything works.[/i]
    [b]Construct 2/examples[/b]
    
    In a normal Multiplayer Setup you usualy have a 
    HOST - Moves players, Shoots for them, Tells everyone what they're actually doing like Player Position and so on.
    PEERS - Recieves Data from HOST and displays what's going on. Sends INPUT only to host (Mouse Clicks, Keyboard Strokes)
  • aquadijoib

    I'm using the AddLog for Chat only, as used in the multiplayer example from Ashley.

    It works just fine.

    But i've never tested it to send anything else.

  • troublesum

    The problem with your code is, that it's not really well synced.

    It's always pretty off and then resyncs the position, so you see other players warping/bugging around like crazy.

    You notice that already when normally moving, but it becomes much worse if the players is hitting multiple directions at the same time, like jumping to the right and mid air to start pressing left while still pressing right.

    So other players will see you still moving to the right until it's synced which then warps you a long way to the left.

    Or by pressing left and right at the same time, the peer starts twitching.

    That's far from perfect, the official behaviour with InputPrediction works way better for me.

    The only positive thing i've noticed as slight improvements on the latency.

    Still great to see another aproach though.

  • Yes it's absolutely possible.

    Isometric however isn't easy to work with.

    But rex_zSorter Plugin helps you to do the layer ordering automaticaly.

    So you will be able to freely move around behind, and in front of the table and it will look correct.

    Here:

    http://c2rexplugins.weebly.com/rex_zsorter.html

    Pathfinding within an isometric environment works as well out of the box.

    Everything you ask for is possible.

    But it's not going to be easy.

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  • Maybe add a "send to peer"

    Otherwise the messages are not being sent out?!

    It's hard to tell if we can't see the entire code.

  • There are pretty good examples from Ashley himself in the Tutorial section when it comes to the basics of Multiplayer.

    Please note that C2 offers -Signalling Server- only, so setting up a dedicated server does not work out of the box.

    But i think it would actually be possible to create an actual HOST Game, which you could run on a dedicated server. So that one would be able to handle registrations/logins.

    The Signalling Server is only here for the initial Connection and then connects all players with each other.

    So with the basic setup from the Tutorial example... The first player to connect will become the HOST while all other players following will become Peers.

    So you need to understand that ones the players have been connected, the Signalling Server its job is done.

    Scirra also sells the Signalling Server in the Store, so you can run your own signalling server rather than using the official Scirra one.

    To ensure that players are not able to cheat that easily, it is very important that:

    • PEERS only send Keyboard/Mouse/Controller INPUT to the host
    • HOST handles the entire Logic and Actions of all Peers.

    -- Host then sends the data to the Peers to tell them what they have actually done.

    If you let the PEERS handling logic as well, the problem will be that its possible for players to cheat by sending whatever information they want to the HOST. Like "I have 100%HP" or "I just Shot 1000 times in 1 second"