mayhamurasaki's Forum Posts

  • I tried installing a TURN server on a cheap host for testing once, but the instability was huge! I currently use xirsys.com with no problems.

    I also have NAT restrictions, but for testing your own game it doesn't affect you. It won't work in separate tabs, you need to open the secondary player in an anonymous tab or open it in another browser =)

  • This request has already been made several times, with no response. I recently found an old topic that has an interesting comment on it, so I'm reopening the application.

    The reason is that pauseOnBlur makes it impossible to create any real time multiplayer P2P game in Construct.

    To understand why, just open the engine's own multiplayer examples and press alt+tab as the host. The second player will lose movement. Even if the objects are not synchronized, the player stops running events that would be important in a Real Time game.

    Is it possible to somehow prevent the game from pausing when it's out of focus?

    Tagged:

  • Great job!! mayhamurasaki

    I have also been working with the native multiplayer plug in quite a lot. To fix the private/public room, I just made the 'instance name' private or public.

    - Game name: Fun_Game_v2

    - Instance name: Private

    - Room name: BobsGame

    Do you have any issues with the Scirra server? Ie; Does it run consistently or does it slow down?

    Do you use mostly sync options, message options, or an equal balance of both?

    How do you deal with players that have very poor internet?

    Thanks! sofaking

    There's a private/public room option on plugin as I remember. The problem is to lock the room AFTER the room is created.

    Do you have any issues with the Scirra server? Ie; Does it run consistently or does it slow down?

    R: No, the scirra server it's only for sync players IP.

    Do you use mostly sync options, message options, or an equal balance of both?

    R: In fact I used only messages :P

    How do you deal with players that have very poor internet?

    R: Well, that's their problem XD If the player's conection is bad, he can't play any games online.

    Also, the multiplayer operation is P2P, if the host has the best connection, everyone wins!

  • Congratulations for the release. Looks great. Also try for mobile platform

    BTW how did you made the trailer video? I need tips regarding the same

    Thank you! Yes I made. I used DaVinci Resolve for video edition, and the music was made by Rodolfo Bairros. I strongly recommend!

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  • I would like to introduce you to Quin, a game I published on Steam in June since this year!

    It is a simple Crazy Eights game that can be played with up to 6 other players, or bots.

    Subscribe to Construct videos now

    I used Construct's native plugin to do this while learning the entire process of building an online game. Although the code was "complex" due to my inexperience with online games, the game is very fluid, and I received several praise from players compared to UNO, from Ubisoft.

    I was wary of programming it in Construct as I had never seen any published multiplayer games made on the engine. But after understanding all the pros and cons, I was very happy with the result.

    Something that bothered me a lot was how little control I can have in the rooms created with the plugin. Unfortunately, there's no way to create public rooms, at least in the way I've programmed. A simple action that would let me "lock" a room already open to other players would solve this problem (something Photon has), so I leave the suggestion to the Scirra team.

    Ah, it's on sale today on Steam! So if you want to test it, now is the time! All support is welcome.

    Steam Link:

    store.steampowered.com/app/1640960/Quin

    If you just like to watch, I can recommend the Stumpt playlist!

    stum.pt/quin

  • Is there any way I can check ANY native plugin code in Construct?

  • Is there any way I can check the native multiplayer plugin code?

  • This is the problem ;( I want to use auto join, but I don't want the player entering to a locked room, even if they don't have the maximum number of peers. Or that I can at least set this maximum number after creating the room, as is allowed using Photon.

    Maybe there is some solution using Script.

  • The option to lock a room exists if it has a maximum number of peers connected, but there is no action that does something like that.

    Also, I didn't find an action that would allow me to change the maximum number of peers after creating the room.

    Is there any way I can do this without a player connecting to it, receiving data, and only then getting kicked?

  • Thank you! Too bad you couldn't make a review, this helps a lot XD

    I'm happy you liked the game!

  • Aww, very nice looking and cute game. I love the look of it and gameplay wise, it looks fun. Graphics and designs are nice in the game and it looks challenging as well. I would love to give this a shot

    Thank you! Any feedback are welcome if you come to test :)

  • Hey guys! My Steam game launched today!

    Please leave a review if you like it, that this is VERY important for us gamedev!

    store.steampowered.com/app/1389120/Dojoran

    I'm also open to suggestions ❤ Thank you!

    Subscribe to Construct videos now

    Tagged:

  • Platform behavior have an event to check "Is by wall", so you can just set the fall speed to 0.

    But I'm pretty sure this works same as overllaping.

    Anyway, I've solved with other simple solutions mentioned

  • Thank you Jase00 !

    I limited the FPS to 25.

    But on second thought, I think it would hardly matter if I put a minimum FPS limit of 50 for example.

    If the game was fixed and ran normally when placing Fullframes, it means that computers could run much more FPS than they showed. Something specific about each browser limited the game's performance.

    This may have to do with WEBGL or any feature that browsers use to run, or improve the performance of the browser. Probably placing a minimum FPS limit on all games should make the browser obligatorily transmit the use of performance to the game, rather than slowing it down (except on extremely bad computers).

    After all, what made me confused, is that the game is simple enough to run on almost any computer at 60 FPS.

  • So what solution do you use for Platform Behavior? All programing by "X+10*dt"? I almost sure the platform behavior works the same way...

    What I did on my project, and soon I find out if it worked, is not to let the character simulate the movement to the side of the wall for a short time after the wall jump.

    Theoretically, I didn't need to, because there is a wall on his side anyway, and he shouldn't go through.

    But at the same time, if it happened on average computers, I sometimes imagine with the computer practically locked.

    I have seen a lot of talk about different fall speed on 144hz monitors, and now I see that this is due to the Framerate Mode V-Sync. Perhaps this mode is no longer the best option today.

    At the same time, more complex games may not be well accepted by Fullframe.

    I had already set a limit of 60FPS by the command line "--limit-fps=60"

    How do I limit the minimum?