johnsrd01's Forum Posts

  • I've been doing tutorials and reading tons of "how to's", and this "No Programming Required! You can now make advanced games without writing a line of code. Construct 2 does the hard work so you don't have to" is serious b.s..

    Never programmed before, but want to make actual games that are more than just a flappy game?

    Better know how programming works!

    Otherwise, start taking classes.

    I have wasted so much time trying to make things with Construct. Each project getting to a point of playable, but always needing more. Of course, trying to make anything substantive in this, even simple retro games, takes TONS of programming that you'll have to LEARN here.

    Never take any advertising slogan completely seriously.

    Look, basically you're right. Most of the concepts and thinking are identical to "traditional" programming, where you type code. It cannot really be done otherwise. Computers need explicit instructions, you can't just tell it to "put that bird here and animate it when the user clicked".

  • johnsrd01

    why is this topic in "how do i ...?" section?

    It started with a question about dynamic room creation.. "How do I" do that. I tried giving it an attention-grabbing title.

    I could've put it in general, but I don't think it's that unfitting here.

  • >

    > > I think you are asking for solutions to problems that you wont have. You do not need to open 2,000 browser tabs. If a room is full or not found, that player becomes the host of a new room. The players are the hosts, not you.

    > >

    >

    > Yes, but if I want to make sure that connection quality is good and consistent, especially with 100 players/room, I need dedicated hosting.

    >

    It would mean that ALL connections run through the server .... and its bandwidth usage ....

    You would require a hosting service with unlimited bandwidth usage.

    Also .... max web RTC connections per browser is 256, that is for a single browser instance. So that browser is only able to connect with max 256 players in 1 room at any given time.

    That would mean for each 256 users connected to a single room ... you would require another browser instance with its own opened WebSocket.

    Each websocket you open will weigh down on performance of the server.

    Also, if you manage to get a game running with 256 peers connected ... without problems ... well, I would praise you a lot

    The C2 multiplayer hosting scenario based on a peer being the host is actually quite intuitive ...and eliminates tons of server connection problems relating to high volume usage.

    Thanks for the input.

    I've learned a few things about the topic since I last wrote, including the 256-connection limit.

    Okay, let's forget about 100 players/room. Let's have 10. Is there a reliable way to make sure that the host has good enough Internet connection? Maybe switch hosts if the current one is having difficulties... I still think consistent connection quality is important.

  • Reinstalled it, still happening! I've tried different browsers and it has happened everywhere. Even on Android...

    I have no idea what causes, I've tried old projects too...

  • If you can figure out how this bug can occur, it may be a good idea to file a bug report.

    I've tried, but I have no idea what causes it. I just run my projects.

    Now, I can see them in Firefox, but in Firefox the values are overlapped by other stuff. This wasn't happening earlier either... I'll try reinstalling C2.

    Bug free debugger for the win!

  • Have you tried different browsers or different C2 versions?

    Thanks for the reply.

    I use the latest Chrome and latest C2. Never happened before the current C2 release. I tried in Firefox, I could see the values, but I can't say for sure that it works fine because as I said, it doesn't happen all the time.

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  • Hey,

    why is it, that recently it often happens that in the Debugger, in System --> Global variables, I can see my global variables, but I don't see their values! Usually they just randomly come back, but now I've tried restarting C2, the browser, then my computer, but still nothing. I see everything else, even static local variables, but not global variables...

    Any ideas?

  • I think you are asking for solutions to problems that you wont have. You do not need to open 2,000 browser tabs. If a room is full or not found, that player becomes the host of a new room. The players are the hosts, not you.

    Yes, but if I want to make sure that connection quality is good and consistent, especially with 100 players/room, I need dedicated hosting.

  • Try using "auto-join room" instead of simply "join room". If your room name for example is "main", and it's full, it will try "main1", then "main2", and so on and so forth...

  • "Set bandwidth profile". Multiplayer object action.

    From manual:

    Switch between Internet or LAN (Local Area Network) bandwidth modes. The bandwidth profile must be set before joining a room, and only the host's setting is used for all peers in the room. The default mode is Internet, which sends updates 30 times a second with an 80ms buffer. LAN mode sends updates 60 times a second with a 40ms buffer. LAN mode will use about double the bandwidth of Internet mode and will degrade gameplay quality more if there is latency or PDV in the connection. LAN mode should never be used for Internet games - it is intended for networks where bandwidth is effectively unlimited and latency effectively zero, which is typically only the case with local area networks, and taking advantage of this can improve gameplay quality. Internet mode should however work well over LANs, so if in doubt leave it on that.

  • Did you set the bandwidth profile to LAN?

  • the easiest solution... is the socket server or photon cloud .. u can create easy rooms etc ... but if u want future stability you want an Ajax based server that u can manipulate as you want.. increase its liability and power ... what happens with photon cloud services when u have 200,000 users? they l shut ur project down.. cause u need to pay per users online... its going to drain every penny out of u.. as for testing hobby is cool... but big user databases... i will say no... btw you may skipped reading the updated version of my post above.. found you a github agar.io source.. take a look at it how its done ..

    Thanks for the link.

    You make a point about Photon though: 185$/1000 CCU, possibly higher in enterprise packages, but I dunno...

  • c2community.ru/forum/viewtopic.php found this on the Russian community... however i know there is one here but cant find the download link try searching in the completed addons list

    also there is this post

    and im guessing ur sudden interest in agar.io is because of the upwork project? you should not do it in C2... its limiting ur options for future development.. and being a part of that thing ...

    however can be done with a server database create ur own normal server using Ajax with a custom script that saves characters locations... rooms made... etc ... and its done. you can rent a cheap server for startup so u will run 24/7 for a few months at a low cost... but ul need more advanced knowledge in php and MySQL but its possible anything that comes with complexity wont be easy... even if u use a easy to code program... at some point youl need actual knowledge or a skill set in something

    Thanks for the reply.

    I've found it. Find ThePhotons in members and look at his forum activity.

    As for Agar.io, I don't actually know what project you're talking about. I've only played that game once a few weeks ago, I just used it as an example. I don't play it.

    I've been playing with databases, and implemented a few solutions. But I'm still looking, you know, an easy solution is the best one! I'm looking for the limit.

  • Photon is probably your best bet with construct2, they even have a plugin floating around here for C2. Works pretty well. You pay for what you use.

    Thanks for the reply.

    I've only read the front page so far. Seems good, but let me quote. "All Photon Cloud products are based on a client-to-server architecture, the most stable solution for multiplayer games! In peer-to-peer architectures clients often cannot connect due to NAT punch-through issues." How is WebRTC going to fit into that?

    Also can you show me that C2 plugin? I can't find it.

  • So, I was thinking. Let's assume, you create an Agar.io type of game (completely feasible) with C2. Let's also assume it becomes a hit, and 200,000 players play (want to play) it at any moment, ~100 players per server. I'm perfectly aware, that getting such success is no everyday thing, I'm just playing with some ideas.

    Now, I've seen Ashely say that right now, the only way to host multiple rooms is to open multiple browser tabs. Perfectly fine for a game with a small user base. But let's see what I said. 200,000 / 100 = 2000. You would need to open TWO THOUSAND browser tabs. Even for a game that maybe only 10,000 people play any moment, you'd still need to open 100 tabs. That's just not practical. And remember, 100 players per room is a relatively big number. And of course I'm talking about a dedicated server.

    Isn't here any way right now two accomplish dynamic room/server creation/handling?

    I understand WebRTC is still a relatively new technology, and not very common for games. Obviously, one way of making it more widespread is making games using it. I'm also aware, this not not a shortcoming of C2 itself. I don't see any obstacle to creating a very successful non-multiplayer game using C2. I can still see a potential in it though, but what I just described doesn't sound too good.

    Any thoughts?