Ninetendoo's Forum Posts

  • 11 posts
  • No, and i don't think that there is a solution for your problem, (I suspect your problem is that you'd want to make a real-time game with like moving characters and stuff), unless you make games for lan where the latency is almost negligible. I suggets that if you truly want to spend your time makign a real-time game, read up on the subject and see what you can do about it. (it might include some coding and stuff).

  • I have no doubt that you know about networking and construct more than I do. And as much as I apriciate your help, I belive I should still wait for you and Ashley to settle on this plugin.

  • I'm eternally thankfull for the time you've spent creating such a long reply.

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  • Hi,

    I've used Construct's multiplayer plugin for some time now and the thing is, it does most of the work for you, but to make the game look more responsive on the peer's side you have to implement your own techniques. It often looks jumpy and unreal when for example, moving a player with arrows.

    The question is, how can I better cloak and hide network latency?

    For example when a player stops moving, on the peer's side the object is moving ever so slowly pixel by pixel for a few seconds when using local inupt prediction. I to some extent corrected it by rounding the object's co-ordinates on both the peer's and the host's side to the closest integer.

    All suggestions are welcome, even if they only work for specific cases, only work partly and have disadvantages or even if they allow cheating for peers.

  • Does this have any side-effects? For example differences in different resolutions?

  • This thread is no longer relevant.

  • Hello,

    Is it possible to turn off Construct's sub-pixel calculations? Should I just round the values every tick for the relevant objects?

  • Hello,

    I happened to have stumbled upon a few features that construct 2 lacks (or i just haven't figured them out yet).

    First of all, if it was possible to hide comments one by one or all of them, it would be a huge boost to the editor.

    I make the documentation in a seperate text editor, because the comments would just clutter the whole screen.

    Everytime I open a project the "Show 'Add action' links" has to be turned off for each eventsheet. It's a small discomfort yet big enough to make me frustrated.

    If I have posted this in the wrong section, then I'm deeply sorry and I will correct my mistake upon notification.

    Thank you for your answers.

  • Hello there,

    if you are talking about instances (versions of the same object present in a layout), then there is a condition that picks a random instance out of a given ammount.

    If you mean seperate objects, then make a way to refer to them, for example using dicionaries or placing them in a family.

  • Hello,

    i'm currently working on an 2.5D RPG like dungeon-crawler game. Thus i'd love it if someone was to work with me on it in regarding the graphics. ALL are welcome, even if you are just starting out and have never made a single piece of art in your life.

    You can contact me trought e-mail,

  • Hi there,

    i've recently started using the Multiplayer plugin to make an RPG, where players move their characters in real-time and the view of the game is top-down. I've followed the multiplayer guide ( https://www.scirra.com/tutorials/915/mu ... -time-game ) in every possible aspect and my problem is with the local input prediction being unnatural.

    As i'm aware of it, it has hard and soft adjustment. If the peer's object diviates way too much from the host's, then the local input prediction snaps the object to it's real position on the peer's side, thus adjusting it to the host's data. But if the difference is small the local input prediction adjusts the object's position ever so slightly, halvening the difference every tick. It looks really weird with the soft adjustment and i can't get over it. It is present in the real-time strategy example aswell.

    Where can i adjust the local input prediction to my own needs? Removeing the soft adjustment or editing the algorithm it is using, etc. If it can't be done from construct's interface then where should i look for it in the javascript code of the plugin.

    Also if i should make my own local input prediction module without making a new plugin with javascript. All workarounds are welcome, even if they allow cheating (for example peers sending their co-ordinates instead of inputs), i'd be glad if you shared them with me.

    Thank you for your answers!

    P.S. How can i disable sub-pixel calculations, should i just round the object's position every tick?

  • 11 posts