Junnior's Forum Posts

  • 2 posts
  • Hi, I'm Junnior.

    I am developing a multiplayer soccer game where each player moves their player in the match. When touching the ball, the ball starts to be in front of the player who has it dominated. I feel that the game itself, the mechanics, are perfect (or almost), however, the game does not have an efficient lag compensator, that's where the problem comes in.

    Due to the delay of the host to deliver the information and receive, the player who is the ball can see himself away from his opponent, but suddenly he disarms him and takes the ball. The reason? For the host, the player was a few steps behind and, therefore, the opponent managed to steal the ball because, in the view of the host, he managed to reach the ball.

    I've seen many tutorials in the construct about realtime lag compensator, however, none of them were very efficient with the football I created. I do not accept responses saying that WebRTC is not the best way to create because, haxball runs its multiplayer with this same API and is very functional.

    I await answers, I hope you can give me ideas to improve this lag in my game.

    Translated by Google Translate (Portuguese for English)

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  • Hi, I'm Junnior, I'm Brazilian and I've been using Construct (specifically 2) for some time.

    Recently, I studied and created a game using the standard multiplayer Plug-In from construct 2. The game is football, everyone moves their player, and the game is very good, but this is not entirely the case.

    I've been wondering if, it is possible to make a game version for the host where, the host will only transmit variables, locations and arrays, and will not see anything more than a "console" (formed by texts and textboxes).

    Thus, transmitting only location information, players, and everything needed, customers would view the game using the information that the host will pass on.

    The clients (or peers) would create objects, movements on the screen, according to what the host will send to them.

    Remember that all this using the multiplayer plug-in.

    Because I thought about it: The complexity of my game makes it very heavy, sometimes the connection is good, the ping is great, but the computer is processing the game slowly and because of that, the peer feels the host's locks on the game.

    I'm thinking of creating a system with this concept, what do you think?

    Add information, give me information, so we can create ways to make a multiplayer game better in the construct.

    Translated from Portuguese to English by Google.

  • 2 posts