quackgyver's Forum Posts

  • Typically you'd use a TURN server to relay traffic which has on-going bandwidth costs.

    What's a TURN server and how does it relate to enabling mobile connections with NAT restrictions to connect properly using the Multiplayer plugin?

    Even then, you can't get to a perfect 100% connectivity rate. The Internet is simply too chaotic and unpredictable - sometimes connections simply can't be made.

    Yeah sure, but Construct is marketed as a tool that enables cross-platform game creation where mobile gaming is a significant component, and since the Multiplayer plugin is a staple of the toolkit, I can't be expected to tell the users of my Construct-created games to only buy my games under the caveat that they're on a mobile connection that doesn't have whatever convoluted technical restrictions that are currently preventing me from getting the Multiplayer plugin to work.

  • Most of the time such issues are networking issues such as NAT preventing WebRTC DataChannel packets being transmitted. What network setup are you using and which are the devices involved? Does it reproduce with different pairs of devices? For example sometimes there are issues hosting on a phone on cell data due to restrictive NAT at the carrier, but it works between PCs on a LAN.

    Based on what you're saying it seems that the issue is the cell network.

    So how can I as a developer get around this? If I'm using Construct to develop a game for portable devices then the Multiplayer plugin can't arbitrarily not work based on the carrier that the player is using.

  • oh then is definitely ur code.

    Why do you think that it's definitely my code? It works when hosted in localhost, so the multiplayer code is functional.

    is that image covering all the coding on multiplayer?

    Some of it, yes.

  • internet connection? if im not mistaken the webrtc servers are peer-to-peer connections, which means you connect directly to the other user that is hosting (the server only connects you to the other user and updates surtain inputs other than that is all peer to peer i think), if he has a bad internet connection your ping will be high = in delays, and data package loss. That's why when u log on same localhost, connection being local, and not over internet, works faster.

    Ping and packet loss is not the issue since connecting and joining is instant, and it's not an explanation for 100% of messages being lost in 100% of the cases.

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  • So why am I having such immense issues sending/receiving basic messages?

    I feel like I've tried everything ranging from using different browsers to creating various capx examples, and the only time it works is when I've had two connected clients running on a local computer.

    How can I troubleshoot this?

  • I thought the entire idea behind the Multiplayer object was that it's supposed to go through web ports that are already open, but I'm having huge issues getting my client to send and receive messages.

    Are my events somehow wrong?

    I can connect, log in and join the room just fine, but it just won't show any messages whatsoever.

  • Nothing happens when I select these options.

    Does anyone know why and/or how to get them to work?

    Thanks.

  • It was moved to the Platform Info object.

    I noticed, thanks. I'm currently on beta.

    However, it still seems to be missing the ability to check for whether the user is on a browser. Right now I'm checking for whether "NWjs" appears in the UserAgent string, and that feels sort of hackish.

  • Has anyone been having issues with randomly disappearing events?

    About every 20 times that I load my project, I notice that big chunks of events are missing, and I have to reprogram them again to fix the holes in the programming.

    I've been using Construct since Classic, and I've never experienced this before.

    Anyone else?

  • When exporting to NWjs, I frequently get "Unable to save export to disk, this build will not be available in the export manager past the end of this session. Your storage quota may be full. Try freeing up storage space on your device."

    What does this error mean? What is happening?

    Thanks in advance!

  • I'm trying to locate the user's roaming directory, and for some reason NWjs.UserFolder returns an incomplete path that lacks the drive that the folder is located in.

    What's the intended way of solving this?

  • Awesome. This helped. Thanks a lot!

  • Alright, that's good.

    How long does it usually take for beta releases to go stable?

    Thanks.

  • I've always used this to determine what type of build that the player is running on, which in turn is used to select an appropriate storage method with appropriate fallbacks.

    This is really important to me, so is there an alternative that doesn't involve manually changing the code for each build?

  • That's a big shame.

    What's the alternative? Because as I see it there's no way of determining which storage method to use if we can't determine which type of build that the user is running.