patolinopateta's Forum Posts

  • Hello friends.

    I don't know if what I'm facing is a bug or multiplayer limitations.

    I will explain in detail.

    I'm creating an mmorpg and it works fine. It is already in alpha phase.

    I host my HOST game on a vps and ensure that he is the first player to enter the room.

    The problem is occurring in two moments. 1st. When there is a long period without connecting players to the HOST, the HOST loses connection with Scirra's signaling service. 2nd. For no apparent reason, the HOST loses connection with the signaling services and players who are connected to the HOST continue playing normally, but if new players try to enter the room, they cannot connect to the HOST.

    Both problems are linked to the signaling service.

    In my opinion, Scirra's services disconnect players probably to avoid overloading their own server.

    My game may also be exceeding the amount of data that the Turn Server is configured for.

    I would like to know these Scirra limits and whether I should purchase a Turn Server or Signaling service or both.

    Or if everything I said shouldn't happen. My game has a maximum of 10 players Online, but as it is an MMORPG it transmits a lot of data.

    Any solution please.

  • Hello friends.

    I launched my multiplayer MMORPG game and I'm using the multiplayer plugin for it.

    I hired a VPS Windows Server, downloaded xampp and got the server running on the web.

    I always ensure that the HOST is the first to join and serve as the server.

    The problem is that sometimes it seems like after a while the server starts to fail.

    Would it be interesting to download Construct3 on the VPS and run the HOST through C3, because of DEBUG?

    Would Linux server be more suitable?

    If no players are online the server appears to be disabled, I still need to perform more tests.

    My game is in Alpha version and below are some screenshots of the game and the game trailer.

    What is the best path to follow?

    Ashley

    youtube.com/watch

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  • It worked, I had to restart the build. Thanks

  • did not work

  • Hello friends, I'm trying to enter the animation editor but it always hangs and asks to restart the project, the error that appears is the one below

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'Da') TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Stack: TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Construct version: r379

    URL: editor.construct.net

    Date: Thu Mar 14 2024 15:32:29 GMT-0300 (Hora padrão de Brasília)

    Uptime: 109.3 s

    Platform information

    Product: Construct 3 r379 (stable)

    Browser: Chrome 122.0.6261.113

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 8

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/122.0.0.0 Safari/537.36

    Language setting: pt-BR

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (Intel)

    Renderer: ANGLE (Intel, Intel(R) Iris(R) Xe Graphics (0x00009A49) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex

  • Another quick question. If I choose browser tabs, is creating 100 tabs feasible?

  • With the send message option I can choose who to send it to, which is great. Is there an option to do this with the sync object?

    Ashley

    See the logic of my game. The customer enters multiple layouts normally. The server only uses 1 layout. Each player is on a single layer represented by the layout they are on. Containing on the server in each layer: Block for collisions and synchronized objects.

    The solid filter to correctly block the player.

    When a player changes maps, they change layout and on the server they are moved to another layer.

    However, when the player changes layout he continues to see players from other layouts. Should I destroy these players on the client and create them again if they are on the same map?

    I would like to know if I am following the right path. Opening several tabs to serve as a server is not viable, because when I minimize the page or switch to another page, the game loses communication with the server, even after export.

  • So far the project is going well. Players connect and can travel across different maps.

    Just use the layer creation function to draw a new map and it will be ready to use.

    However, the player on map A gets data from the player on map B. I believe it is unnecessary and impractical to synchronize all players on all maps if they are not on the same map or even close to each other. Is it possible to implement js code to filter this synchronization?

    I believe this would greatly reduce bandwidth, as a player who was alone on the map would not need to receive thousands of unnecessary information. Just the chat.

    Tagged:

  • Hello friends.

    I'm creating an isometric topdown game and thinking of using the 3D feature to create trees and objects.

    Characters constantly change size so it would be great to use 3d for him to go behind objects without bugging.

    Would it be possible to use many cubes on a map without losing game performance? On a large map there can be more than 2k cubes, obviously it would use resources to destroy and recreate the media objects the player gets close to them.

  • Hello, I don't know if this would be the right place for this question, but anyway.

    Using the google maps api I realized that creating multiple layouts is a problem because each time the user returns to the map it counts one more visit generated in the value of the api. I wanted to know if it is possible to place an iframe and within that iframe load a layout within the construct, that is, a layout within another. That would be very interesting, thanks

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  • I would also like to know if it is possible to retrieve values ​​from the inputs created in the html

  • Hello friends

    I would like to create inventory in html and css in the external files of c3 and I would like to know if there is a way to use the sprite images being able to change the frames directly in the html element.