lennaert's Forum Posts

  • The graphics looked nice ... the game play movement was awkwardly annoying.

    First level when I got the repair kits, it said I could go to a store or something, missed the whole text on what to do, and was stuck at the end of the level I guess.

  • I would make it depend on who determines who got killed (host or peer)

    If the host, it could simply keep track of all the players their kill scores by storing the kills in the peer object.

    If the peer, I would store it in my peer object too, and inform all other players via the host what my kill score is.

  • Are you checking cpu usage with debug/profiler or using the cpuutilization text?

    That should not matter, as it only occurs on the machine running construct.

    I will do some JS browser tests later on.

  • Heh, sounds logical enough.

    Doable is another thing.

    I think it could add to the ease of use when testing connection quality.

  • If you post a capx I will do some tests.

  • Why not manipulate the data before storing it as json ?

    Your Ajax responses would simply update the object with the values, then store it as json

  • Can you explain a bit more about the different levels the players have, and if they all should be in the same game or not ?

  • When you run the previewer on the desktop, do you get an IP address ? or is: localhost:50000 ?

    Also, have you tried disabling all the security for a bit to test if it works ? (disable antivirus and firewall, then test)

  • Would that information be just the file name ? and not the actual content of the images ?

  • You are likely getting an error in your networking overview stating you are not allowed to use that resource.

    Please add the following line to the top of your PHP page and try again:

    header('Access-Control-Allow-Origin: *');

  • So what is it you are trying to achieve ? killing a player ? or tracking kill scores ?

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  • I think that is because all peers have the action being fired. (event 61)

    How about adding: Peer.peerid = multiplayer.MyID to event 61 ?

  • If you are talking about a standard construct 2 game, not multiplayer, then you only have to account for downloads. (bandwidth usage)

    Say, your game is 10mb once exported ...

    and you are expecting 1000 players per day.

    Then it would be safe to say you would require ~300 gigabytes bandwidth usage per month. (10 gigs per day, 30 days for a month.)

    And thats just with 1000 players per day.....

    I had a premium plan before on my hosting, till one of my games made some success, getting me half a million players in a month ... after a week my hosting put my site offline as I had apparently surpassed the allowed bandwidth usage near three times over.

    Upping the plan and paying the bill directly got me online back in 3 hours though.

    I now pay like 8 bucks monthly fee for unlimited bandwidth usage.

  • Lol, haven't a clue, but possibly because preview is a premium feature, it might have multiple processes running in background???

    The only thing I can even remotely think of is that the previewing browser sends a lot of calls back to the http server. Perhaps this communication stream is interfering when the multiplayer plugin is in play.

    Ashley, Any ideas ?

  • Make the browser plugin execute some javascript:

    http://www.w3schools.com/jsref/met_win_open.asp