mcart's Forum Posts

  • If somebody got a problem with Jump on Peer Side... try delete (Enable local prediction for Peer) this action if you are using it there:

    Example from default Template:

    Game (group)=>

    Peer (group) =>

    Peer On created (event / trigger) => ...some actions

    Peer.peerid = Multiplayer.MyID ( sub event ) => Multiplayer - Enable local prediction for Peer - TOGGLE THIS ACTION

    But this is not enough. Especially for mobile devices... On desktop little better

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  • Good evening.

    I'm straight to the point. Has anyone managed to solve this problem and adapted for mobile devices. In other words find an optimized solution. And I hope that someone will appear.

  • Regarding Signallig server, the night was 45 FPS, 20 FPS in the morning. The difference is that in the morning I used a better internet than in the evening. And so I immediately raised the question whether the signaling server running correctly. But Ashley does not say something...

    Another question is whether Intel XDK better than like Android Studio or Eclipse compiles the APK. Because as far as I understand for Croswalk declining performance.

    In terms of game optimization, it is optimized enough that would be 60 FPS, but it is not. Therefore, I and looking for the cause and solution.

    Word should try without a crosswalk, such as the use of canvas WebView or something like that, with whom I have never come across. Do you have any tips.

  • Hi

    I got a problem with performace (low fps). I build real time multiplayer game.

    I have difficulty, because even after optimization FPS is between 20 and 40 on the mobile device when is connect only Host. I also noticed that it is jumping FPS for SCIRRA signaling server (my internet speed is perfect). Is this possible, and how to combat it?

    After half a year of work I have reached the conclusion that the Construct 2 Cordova and Intel XDK with Croswalk, absolutely not suitable for real time multiplayer game for mobile devices.

    If anyone can give advice, I would be very grateful, because I do not want to discard the half-year and project to the Trash.

    P.S. I have applied all possible optimization techniques (tips from Intel and forums). It also tested the game deleting 90 percent of its functionality. The result little better, but FPS jumping from 30 to 45.

  • Hi

    I got a problem with performace (low fps). I build real time multiplayer game.

    I have difficulty, because even after optimization FPS is between 20 and 40 on the mobile device when is connect only Host. I also noticed that it is jumping FPS for SCIRRA signaling server (my internet speed is perfect). Is this possible, and how to combat it?

    After half a year of work I have reached the conclusion that the Construct 2 Cordova and Intel XDK with Croswalk, absolutely not suitable for real time multiplayer game for mobile devices.

    If anyone can give advice, I would be very grateful, because I do not want to discard the half-year and project to the Trash.

    P.S. I have applied all possible optimization techniques (tips from Intel and forums). It also tested the game deleting 90 percent of its functionality. The result little better, but FPS jumping from 30 to 45.

  • Thank you, thank you. I've been tearing my hair out trying to figure out why my game was running at 5fps for the past week. I'm getting 25fps even on an old Galaxy Nexus now.

    Try IntelXDK 3491 version, and confiturations above, you must get abou 45 -50 FPS (if game is optimized). One problem i can't find intall file. In older version builder doesn't work properly.

  • Hi,

    New *.capx here: holder.lt/capx/TurretAndLOS3.capx

    Maybe I wander with logic. But if you look to events shit, you will see WORKING AND NOT WORKING EXAMPLES, with some Differences. (In working example you add "foreach").

    Construct 2 not show any alerts, as there is no reason. But do Turret working correctly?

  • Your example of not quite right ... If the test better, you'll see that adding more players, and moves with it on the screen, some of Turret start to shoot into the wall. If you try to get rid of the problem, you will see that the turret began gliching then try find target. Also you will see that when a player leaves behind a wall, turret sequence it anyway. But if you really try, and maybe circumvent possible failures.

    But turret target mode work good ( I tried the following principle, but personally I refused, for reasons previously mentioned )

    Do not forget about multitargeting.

  • Friends, I have found a better solution. Improve decision making in the TurretAndLOS 2.capx and fix some issues. If someone interested, contact me.

    In the meantime, we look forward to what the moderator said, and what will be their verdict on the bug.

  • Finally succeeded in finding a solution (work around) for multi-targeting. I'm not sure whether entirely correct and error-free. But I have not found a better solution.

    Still need to adapt pathfinding. When I finished, I will share.

    Also I do not know how I will be able to synchronize On turret shooting action with peers ... But that's another problem, which is still pending.

  • It seems I have found a simple solution, but I am not sure or do not miss anything.

    Also in this * .capx file ( holder.lt/capx/TurretAndLOS2.capx ) i give two examples:

    1. One example is working, and quite good.

    2. On the other practically identical, but there is one bug, then start layout ...

    Check the sound What goes on

  • *.capx here:

    holder.lt/capx/TurretAndLOS.capx

  • Problem Description

    This is a bug.

    In real time using the Turret and LOS combination Turret target mode incorrectly interpreted and not separately for each facility, and according to a certain sequence all at once (I'm guessing that every tick). This raises a major problem in the Turret no longer respond correctly to the target and not correctly using target mode.

    The problem is bypassed through the "For Each" but then there is a problem elsewhere.

    Steps to Reproduce Bug

      There are several different ways to provoke this error. Try Turret and LOS combinations for multitargeting. Use solid walls. One of them: 0. Turret range = LOS range; LOS view - 360 1. The first target must be visible only for first Turret. 2. The first target must be behind the wall from the second Turret and not seeable for LOS. 3. The second target must be visible only for the second Turret. 4. All three steps must be performed one after the other. Better one time show, than 1000 times tell.

    Observed Result

    As soon as the second target becomes visible in the second Turret, LOS begins to "ignore" solid wall, because Turret target mode stops functioning correctly (or nearest, or fiurest, every time difference)

    Expected Result

    Turret and LOS combination - Turret target mode incorrectly interpreted and not separately for each facility, and according to a certain sequence all at once (I'm guessing that every tick).

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Win 7

    Construct 2 Version ID

    I try only 176 and 216.

    *.capx here: holder.lt/capx/TurretAndLOS.capx

  • This is a bug.

    In real time using the Turret and LOS combination Turret target mode incorrectly interpreted and not separately for each facility, and according to a certain sequence all at once (I'm guessing that every tick). This raises a major problem in the Turret no longer respond correctly to the target and not correctly using target mode.

    Are you understanding what I mean?

    For this reason it is necessary to seek a solution through the round.

    Tomorrow I will start all over again.

  • I agree with you sinistar99!

    Yesterday I went to bed, thinking that I was able to make a logical AI ... Unfortunately, today when returning to a draft, very disappointed. F *** AI in MP.

    I do not even what to say - time spent in vain and not more.

    ... LOS, and Turret combination. Also ... families and foreach. All of this trash is incompatible with any multiplayer game if players moving and AI enemies too.

    Why Turret and LOS can not be one LIB? Why? All you need to Turret can not see the target through solid object.

    But I'm not giving up. ... that!

    Men, this is war! And I got an idea!