lennaert's Forum Posts

  • I have been trying make it where if a peer kills another peer, then it broadcasts who killed who on the chat box. It isn't working right though. Does anybody know what is wrong? (I can upload a project file if you need it).

    Thanks,

    Give me a Pixel

    What's not working right? No chat entry at all, or missing names?

  • Having versions out in the world that are not getting important updates can become a pain for helpdesk/support/developers.

    -complaints of users who do not understand the limitations (helpdesk/support work)

    -updates specific to a certain versions (developers work)

    What if a certain feature requires an update to function on google, itunes or steam ?

    Bad luck?, you should have gone for the full version?

    I don't think this would be a wise approach.

  • Data

    The database would be hosted somewhere on a server, and your game can connect to it. With this you can also incorporate a login system. You can also combine things, like google, Facebook or play store login.

    Host connections

    You can use methods to preserve game state on all the peers, and when the host leaves, one of the peers becomes the new host. And if the peers remember their and the other peers IDs, they can easily check who was the disconnected peer and have everyone update that information. (Ie the disconnected peer reconnects and sends his old ID to the new host, which recognizes the ID as a former player and updates the ID accordingly and informs all the peers)

    Game types

    The above and former mentioned methods and approaches will work on all versions, mobile, web, steam etc. Its just a matter of having the proper mechanics for each platform.

  • Sounds big ^_^

    Here's some insight

    Upgrading

    With a backend server like firebase or ajax with some PHP/mysql, you could store the upgrade process and have the server indicate duration and times.

    Battling

    The game described can definitely be made with the construct 3 multiplayer.

    As for teams, some logic could involve something as simple as a boolean check for team.

    Messages

    A message system is easy to embed, there are examples for chat systems,it uses the same connections as the rest of the game (construct 3 multiplayer).

    Storage

    As mentioned for the upgrades, use a backend server to store data.

    For unique names, checking the data if a certain name exists would be the way to go.

    Good luck

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  • My approach would be to not sync health values, but have the host and peers all keep track of the value in question.

    Then, when the host detects a reduction of health, the host sets it on the object representing the peer and broadcasts a message with the health value and the peerID. All peers receive this message and update the peer objects health value accordingly.

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  • The signalling server is an app that receives and conveys computer adresses, to make devices connecting to it able to communicate to eachother.

    The host for a game needs to be an application opened in a browser or as an app. (requires a screen etc)

  • It kind of depends on what you are trying to achieve.

    From what your saying, that autojoin doesnt work when trying to reconnect, has likely to do with events for disconnecting, reconnecting and joining are happening too fast, but without the events involved its hard to say whats happening.

    I solved some issues with similair situations, where the host disconnects, and migrates to one of the peers, having the old host reconnect as a peer, preserving game state. This involves keeping track of the Peer IDs assigned, and remembered, same goes for the room name ofc.

  • In the Host section (event 28 of your cp3) you are setting the x,y,points and player for the peer without knowing what they are, thus they revert to 0,0.

    Disable that event and actions (creators with peerid other then your own) And that camera thing will move through the screen.

    Also, you added the X,Y client input value tag with an angular interpolation, switch that to linear.

  • I updated event 28 and 29 ...

    You need to disconnect and wait a bit ... its networking, not everything is instant.

    1drv.ms/u/s!Atd4bP2W1lworhxxSiw38moOtZ_L

  • WebRTC is available in iOS since iOS 11, so it has been at least 2 versions of existing support on iOS.

    Hey Kyatric, nice to see your still about ^_^ and thanks for the awnser!

    Will be trying that out!

    Yikes, I need a new ipad -_-

  • Hello,

    I been out of it some time and figured I try again to see if there has been some progres.

    - How is the connectivity with apple devices nowadays ?

  • You can execute some JavaScript to get the browser variables:

    Language = navigator.language || navigator.userLanguage;

  • Yeah I do that too.

    Just have the selection append a variable to the game or room name before connecting.

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