hmott's Forum Posts

  • Can I ask what you used for multiplayer?

  • septeven

    Hi septeven, thanks for making this useful plugin. Would it be possible for you to create a sample capx file that shows the proper use of the functions?

    Thanks

  • I've been trying to paste a url image into a sprite for over a month. Having not found a way, I used the HTML_Div_Pode plugin to load url images. The problem is that it must be on top of all other objects.

    Today I realized that turning webgl off finally makes it work!

    [quote:3olyr2a2]you can use the sprite load from url option. put the base64 string in as the url, and you are done

    Can you provide a sample capx file?

  • xoros

    If you're making a real time multiplayer game, I strongly suggest using the official mp plugin. It connects the players directly to each other. Use cloud storage for slow/turn-based games and storing information like points and profiles, etc. You'll use up your bandwidth in no time and wont be able to grow your userbase.

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  • If you don't need the full capability of google maps, and just need the user's location plotted on a static map, use pode's html pack and google's static map function.

    plugins-pode-html-pack_t69356

    https://developers.google.com/maps/docu ... taticmaps/

  • When I load the photo from the capture plugin, the image loads into a sprite flipped horizontally. Does this happen to anyone else?

  • rexrainbow

    Good points. I didn't mention before that substituting firebase for mp plugin would have strings attached. And there would have to be designs in place for handling the loss of the host if using mp instead of firebase.

    It would ultimately come down to the app in question. If it requires fifty users to be in sync in real time with the highest reliability, then firebase is the optimum choice. It's what happens when user 51 tries to connect that first made me start to compare the costs and benefits of substituting firebase for mp.

    As I understand it, using firebase would require the app owner to upgrade the plan and pay. Going with the mp plugin, however, would introduce the risks of latency and the host disconnecting. The advantage would then be that the user would eventually connect even if the connection is not as fast as firebase. But, if I'm right about this, they would not successfully connect to the app only because someone else has left.

    Will I use firebase at all? With its faster speed I would consider it as a premium upgrade to cover the cost. If the app user is fine with that, then I am too.

    Also, I would only be able to include firebase in my app because you made the plugin. So thank you for making it.

  • After looking at the differences between Firebase and Parse, it seems Parse offers a better package at the free level.

    While Parse offers 30 calls per second, Firebase offers 50 simultaneous connections, both at the free level. Assuming they scale comparatively in their paid tiers, I believe Parse is best suited for making apps intended for "the masses," so long as the purpose of the app is not to synchronize every user at all times.

    The benefit of Firebase, based on my impression so far, is to keep a small group of active users synchronized in real time. Scaling an app on this model to thousands of users or more would be expensive. While Firebase has the advantage of more 3rd party sign up options, the strength of Parse is the high bandwidth even at the free level, a big help for new apps and app developers.

    However, In trying to take advantage of both worlds, how about using Parse as the cloud database (a $9 C2 plugin), and using C2's multiplayer plugin as a substitute for Firebase?

    C2's multiplayer plugin has the advantage of allowing you to create "rooms" of users. If you're creating a chat app, for example, the size of the room could go up to as high as fifty. Once a size of 50 is reached, new users would be ushered into a new room, with a new host. The scalability of this approach has no real limit except for how fast C2's server can assign new rooms, and each additional room of 50 users is analogous to a new Firebase account. Since C2's MP plugin creates a direct connection between devices, there is no limit to the number of 50-user rooms C2's multiplayer server or the app can create.

    This adds a little extra work upfront for a C2 app developer, but does not inherently risk their app from being overburdened with too many simultaneous users.

    Subsequently, any data that is synced with Parse is contained to the app using it, but not limited to the room of 50 users that created the data. In this way, the database is not divided into different "accounts", as would be the case with multiple free Firebase accounts versus one very expensive account.

    Simultaneously, Parse resources do not have to be pushed to the limits either. The designated host of the app using the multiplayer plugin can be set to be the only one syncing data with Parse, and sync as sparingly as is practical for the app. That way, more data can be sent per sync less frequently. Syncing non-host users with Parse while they are in the room may not be necessary, because they can sync with Parse at any other time, and their data will be waiting for them.

    As a bonus to the app's developer (us), we will have gained not one but two extremely valuable skills: cloud storage (user to cloud data transfer); and multiplayer (user to user). The second skill alone will be a significant "player" in data security, because it will allow customers using our apps to connect directly with their peers if they are less trusting of "cloud" data management. The multiplayer plugin transfers data user-to-user directly. Having sensitive data not even pass through your app's "data server" (which the multiplayer plugin doesn't need), nor through Parse, would be a powerful selling feature of such an app. And what does this feature cost you to implement, scale AND maintain?

    Almost nothing.

  • Plugin is nice. I am having some trouble setting the text of the buttons in events.

    Not sure why. It only uses the text set in the property.

    As buttons they work great.

  • Oh I see, thanks.

  • Hello again, attached is the error window I received when starting C2.

    I've dragged both the "parse1020.c2addon" and "main.js" files into the C2 window.

    What am I missing?

  • Smart move. An update with Push just came out! Good timing.

    There is also a free plugin for firebase. Dabbling with it now, but it looks like it's meant for apps that need users to be in continuous contact with the database.

    It's fast but only allows fifty simultaneous users (under free account), and has a lower monthly bandwidth and other specs compared to parse are lower as well. Firebase would be best for apps made for customers who will end up with their own firebase accounts.

    Parse is perfect for an app that you want to own and have as many users as possible.

    Just wanted to give you a heads up in case you come across the firebase plugin and start wondering about having spent money on the parse plugin.

    Fear not, money well spent, imo. Your app needs to be pretty popular before you'll have to shell out any coin.

  • (it's actually $9)

  • You can use Parse.com which offers a free package.

    There's a plugin for c2 available here (costs $10 or $20), and allows users to login.

    It's very powerful and you wont need a server.

    I'm developing two apps with it now, and it works perfectly. If you need help, let me know.

    Henry

  • I might be able to do what you're looking for.

    A simple game of mine is "Flappy Forever" on the google play store.

    Is your game similar to an existing one? If so, could you post it here?

    Thanks,

    Henry