oosyrag's Forum Posts

  • Edit: I think I misuderstood. Are you asking why you are disconnecting, or do you want to know how to set up an automatic idle disconnect?

  • Hm. Check if somehow the peer made a copy of the ball somewhere? Maybe they were stacked. Should be able to see it in debug if that's the case.

  • Yes, if it was created on the peer side by the sync action from host to begin with.

  • > Curious, it works fine and has full functionality as dedicated host, regards if you're running it in nw.js or a browser tab, so wondering what the problem is there. Is not like clients ever see what the host sees, depending on how you approach it.

    >

    > Also, what is the benefit of running for own signalling server? Honest question, I really don't see it.

    >

    > The main question I guess would be what exactly you want to see improved and how?

    >

    > The solids issue you mention is hardly unique to multiplayer projects, and there are logical workarounds. Also it will likely be addressed in a C3 runtime update, which is planned for the future.

    >

    Full dedicated host functionality?

    Do you mean if i let the game itself run on a windows server or what?

    That's a really non-performant ugly workaround. I think Ashley even said that himself from what i can remember in a private message.

    Benefit of running an own signalling server is:

    I have full control over availability and geographical location (about 1 year ago the scirra signalling server was down for several days and i've offered my signalling server to others (and yes it has been used by several people))

    And the solid issue i've mentioned has no logical workaround.

    I've been testing tons of different things but everything was an ugly workaround which ended up with specific bugs which are impossible to be fixed.

    Maybe someone could write a plugin for that, no idea since i'm not a coder (that's why i'm here using Construct in the first place).

    And "likely" be adressed is a huge word.

    I would love to here some feedback from Ashley on this particular case.

    Makes sense, thanks for clarifying. I myself don't really care about running nw.js on a dedicated windows server - All servers are software running on some type of dedicated platform. Maybe I just haven't really pushed any limits in terms of performance. In terms of reliability, I can imagine a few ways to have redundancy and messaging/feedback for clients based on the availability of servers.

    Also reasons not relying on a third party (Scirra) signalling server makes sense too. Although for me theirs is probably more reliable than anything I would set up

    Solids issue - I must have been thinking of something else. Hopefully this can be addressed in the new runtime.

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  • I think I'm starting to see it. Users are spoiled by the sync feature and not going through the work of building their own. There are many, many ways to handle netcode - that is how different multiplayer games optimize for their specific systems. The sync behavior the multiplayer object was a nice feature included by Scirra, but it really isn't suitable for all uses.

    However, the multiplayer object has everything you need to write your own netcode. The problem is that it is not a simple endeavor at all, which is probably why Scirra designed Sync to begin with. Unfortunately, users run into situations where it doesn't meet their needs, and think that they are unable to continue.

    So to nail down a specific request I think people are asking for to improve multiplayer would be to expand on the sync options and behaviors to make it easier to use.

    But right away I'm going to say that is mostly impossible (besides the fact that Scirra has made it clear they are not interested in doing so) - there are just too many ways to do it, and netcode really should be tailored towards its specific application. Basically - do it yourself, because there is no way they'll be able to make sync cover all the situations it needs to. The tools you need to do so are already there.

    A tutorial with a different approach and focus on simple data communication via messaging may be the most useful at this point, then moving on to interpolation, lag compensation, and bandwidth limitations/message efficiency. Then users will be able utilize the shortcut tools provided by the plugin as they see fit, and understand why the plugin behaves the way it does.

  • Ok so you're using a 1d array? First off I would suggest using a 2d array. So each set of data has its own x index, and Name would go in y0, text in y1, and variable in y2.

    Actually you probably wouldn't even need the name at this point, just use the x index of each set as an identifier. I can put together an example for you if you provide me with the project file to import into the array.

    Otherwise, you can use loopindex and %3 to get every third value in a sequence.

  • Reset happens implicitly - if you stop the timer, it won't trigger the on timer condition. When you start the timer, it will be at whatever time you set it for.

  • Specifically webrtc support on Apple devices? Unfortunately that's not something anyone not at Apple can just make it work. On the bright side, I'm pretty sure it will inevitably come.

  • I'll add some to the positivism

    Tom

    A couple years ago I thought your presence here seemed rather useless (couldn't see your contribution to scirra).

    Now I've been gone and out most of the last 18 months, but man, you've stepped up.

    Nice forum presence and arranging a wildcards of things ... Nice work ^_^

    P.s. add a new blog occasionally (personal interest ones)

    From what I understand, Tom is the webmaster. So you definitely saw his contribution a lot!

  • I honestly don't understand how Scirra gets get any work done while being so active on the forums and actually responding to the Highly Emphatic Consumer crowd. I haven't been productive at all this past week at all >_>

    On a side note, since there doesn't seem to be anywhere else proper to mention it, are you still going to do away with Scirra as a name? Seems strange to refer to the company as Construct, I can't do it. Or maybe the Construct Team. But Scirra still rolls off the tongue (keyboard?) easier.

  • Here is my favorite example, although I can't profess to understand how it works.

    Regarding broken links - a recent change to Dropbox changed the way public links were handled. If you pm the poster they can usually update the share to get it working again.

  • Curious, it works fine and has full functionality as dedicated host, regards if you're running it in nw.js or a browser tab, so wondering what the problem is there. Is not like clients ever see what the host sees, depending on how you approach it.

    Also, what is the benefit of running for own signalling server? Honest question, I really don't see it.

    The main question I guess would be what exactly you want to see improved and how?

    The solids issue you mention is hardly unique to multiplayer projects, and there are logical workarounds. Also it will likely be addressed in a C3 runtime update, which is planned for the future.

  • Hmm yeah that was off the top of my head. I know there are ways to implement it where they don't overlap at all, but I forget the details. Try a search.