gumshoe2029's Forum Posts

  • Something like this?

  • I saw it, but I know next to nothing about tilemaps.

  • Maybe use lerp(object.position, touch.position, %) then vary the % from 0 to 95% over some time.

  • I made a github issue and was solved

    That works too.

  • First of all i played the game with myself, ie. not on opposite sides of world

    Then you are doing something wrong. I am not experienced with the Multiplayer plugin, because my current project uses a centralized cloud server.

    Second of all ,all i asked is if we can use google play multiplayer api in construct 2 or not, as it is very lag free and easy!

    It looks like you can use Google API, you just use AJAX requests to their REST API service.

    https://developers.google.com/games/ser ... ingstarted

    You would have to do more research on this area though, because it is not my area of expertise, since I program all of my own server-side applications.

  • You should use gameanalytics, if you want it to appear on his feed.

  • Anything is possible with enough work and knowledge.

    The Construct2 multiplayer plugin uses a peer-to-peer architecture; so if your players are on opposite sides of the world or the connection between them is bad, it will lag.

    What you are proposing is moving to a centralized server architecture with the Google multiplayer API as your server. The problem with this approach is that specific games require specific server-side programs to process information, and Google has no concept of what your specific implementation will be ahead of time. I suspect you will find more work this way.

  • I would check out whatever your host offers, since it's a good bet it works there.

    I don't consider Websockets fast enough for action type games regularly, but if you don't want the peer to peer from the Construct multiplayer, then it should get pretty close.

    If you keep your message size light, I would imagine it is. For my chat server, I am getting 10-30ms latency.

    The free version has 1 update per second per item.... way too slow for an action game.

    You will require the presto or vivace license.

    Ah, sad days, I did not see that update limit.

  • Right now, I am running a WebSocket server for my game's chat.

    I developed a message format for passing messages to and from the server using JSON, like:

    { “to” : [ name0, name1, ... ], “frm” : name, “msg” : message text, “snt” : sent timestamp }

    Just today, I found myself having to expand this out to include chat room invite messages also, so my current message API looks like:

    { "type" : message_type, "uri" : chat_room_uri, "cm": { “to” : [ name0, name1, ... ], “frm” : name, “msg” : message text, “snt” : sent timestamp } }

    With this new message format, I can allow users to send private chat room invites using the global chat as a messaging framework, like:

    {"type":"invite","uri":"/chat/s9sub73hfkjk37","cm":{}}

    In your case, you could use JSON like:

    {"event":event_type,"layout":layout_to_go_to} or whatever. You can craft the JSON to fit your needs exactly, then parse it using Yann 's JSON parser.

  • Yea, like that post (and others have said), you have to use some messaging protocol (HTTP AJAX, WebSockets, etc.) to pass information back to a server program which writes it to a database. PHP is the easiest server-side language to learn.

  • What kind of game are you building?

  • Has anyone ever used Lightserver?

    They have a fairly powerful looking free version that I might look into using for future real time games. My current game is sufficiently slow-paced to not need WebSockets, but in the future I want to build more powerful and higher performance multiplayer games.

    newt ? R0J0hound ? lennaert ?

    This StackOverflow post claims their server can support over 1 million concurrent TCP connections to a single AWS server.

  • You can just use the appcache file to control the "max-age" of all of your web content directly. If you have dynamic access to the HTTP headers you can dynamically set these. I use Apache's mod_headers to do it for me.

    See: http://metaskills.net/2006/02/19/how-to ... -apache-2/

    Alternatively, you can include a "version" tag in your javascript or html that if it doesnt match the current version you can trigger an update manually in C2.

    Or you can do a URI-based version control system, like:

    www.example.com/game/client/v1.49.4556

  • yea, see the "Lighting Example" in the Construct2 > New

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  • Everyone who is new to c2 makes that same mistake sometime.

    I accidentally produced around 1,000,000 sprites before I shut off my browser, lol.