SgtConti's Forum Posts

  • I have the same bug, only on layouts where family variables are used.

  • I can confirm this, i tried with the template and also with my own game to connect to the signalling server,

    it seems to be down, at least i always get disconnected from it.

  • Log Entry #3

    Stardate: -308797.2888127854

    The multiplayer plugin has been released today, so many of us have looked into how it works.

    My first impressions: It needs time to learn everything completely.

    It has the most/best functionality than any other Thrid Party multiplayer plugin.

    Ive already worked a few hours with it, and i already can see the light at the end of the tunnel,

    since im making an RTS, i dont need input prediction or lag compensation (probably).

    That saves me alot of time, mostly only the units need to get their position synced.

    Here a bit of math: 1000 Units x 8 byte (Angle and Position) = 8000 bytes = 8Kbps.

    So the problem with the bandwidth limit, is not present for me,

    another plus point for having only 2 players per room

    But what is going to happen with the multiplayer (Construct 2) once it's out of Beta?

    There has been mentioned fees for using the signalling server, additional license and similar stuff.

    All of that listed above, would be fully understandable, since we currently use server capacity for free.

    So at least I would have no problem with additional fee, since that also would support scirra even further

    But on the other hand, i also can see the developer that want's to develop and test his multiplayer,

    without additional fees (Per month or Per year) so he can keep the costs low before releasing the actual game.

    No matter what Scirra does, im sure it's the right thing, and that it benefits everyone.

    At least the Multiplayeris great from what ive experienced till now, and i appreciate it really, really much.

    Now to what ive achieved in SoW in the past few days/weeks:

    Mostly fixes and improvements on things like: Maps, Texts, HUD, Fonts and other art.

    But the biggest change is going to be the addition of Multiplayer in the ltest build(0.5.2) & the 2 new maps that got added, Highway & The Bridge:

    Someday im going to make an overview with all maps that will be available on release

    The current count of maps that we have: 6 Different maps ranging from a width of 4000 to 8000 pixel.

    This time im not explaining anything but maybe next time.

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • 1. If this is you'r first project, dont. It is possible to make an RTS but i can't recommend doing it as an first project, why? Because im trying it myself.

    And if you aren't willing spending much time, then you shouldn't even begin, just to give you an idea, i've used 250+ Hours only in C2 working on the events.

    I don't want to say that you can't do it or anything, it's just not recommendable as a first project, since you will have to redo much after some time, since you gain experience over time, and find better ways to handle stuff, that can be pretty annoying

    2. Have a "Test" project, where you test mechanics and other stuff before implementing it, since you cant break anything there while testing how it could work.

    3. Take a look at the sample .capx in C2 for RTS

    4. Take a look at my devlog for my RTS, I continually post new stuff how to do some things, maybe you have an idea what i could explain next

    (https://www.scirra.com/forum/shadows-of-war-rts-wip-devlog_t94686 )

    5. Always keep an eye on the performance.

    6. If it's going to be an big RTS you should only focus on using Node-Webkit as making a big RTS for the browser/mobile performance-wise wouldn't be a good idea.

  • Log Entry #2

    Stardate: -308844.3835616438

    Most of us are now aware of the presence of the Official Multiplayer plugin coming.

    When the Development for SoW began, there was (As far as i know) no clue that such an official would come in the nearest future. (Ca. 9 Months ago)

    But i had thought very well about how to use Socket.IO , i even went that far, to make a tutorial about Socket.IO so others could learn to use it.

    Then the news came on twitter "Multiplayer is coming", thats the point where i abandoned Socket.IO and saw new possibilities,

    every unit would be abled to sync it's position with the enemy. Added to that, when i began the Development for SoW,

    there were no RTS game made with C2 in that scale that i wanted it to do, yes, SoW is my first project and yes, i have/am reworking most parts of my first attempts with C2. My point is, that even though it currently looks like an impossible task to do with C2, it is possible,

    since C2 is growing even further, beyond it's border, with every new Release Cycle.

    But if you are new to C2, and now are thinking "Yes i can do everything in my first project", a good tip from me:

    Make a test project, where you test out your idea before implenting it into the actual game, that way, you cant break anything while testing new ideas/functions &more.

    Now to the actual progress of SoW, the Options menu is almost done (Yay):

    And all the options in there are also almost working bug-free

    Also, i have done some big additions, that i wont talk more about, since i then would blow this post away with information.

    But, here is how I've done the Build Bar (Indicating how much time is left till the unit is build)

    Example:

    But of course we want it to be invisible when it's not active:

    A bit of math: ((1.4-ObjectWithTimer.Timer.TotalTime("TimerForUnitBuilding"))/1.4) * 111

    The normal explanation:

    1.4 = Time for the Timer (The time it takes till the unit is build/deployed)

    111 = Width of the Build Bar

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • Log Entry #1

    Stardate: -308855.91615931

    In the past time, we've been working alot on improving existing textures, sprites, event groups & more.

    That results in: A new GUI style, less CPU utilisation and an overall better experience.

    So while waiting for the Official multiplayer plugin, we've been doing quite alot.

    2 New maps are almost done, now to what i have found out in these past few days/weeks:

    How to make a bullet fly in a parable. That is ideally for an Artillery Unit (RTS) or something similar.

    So, how have i done that? It took me some time to figure out, but heres how:

    Bullet set Angle: Bullet.Angle + (80/(Distance/BulletSpeedPerSecond))

    Here's how it looks like:

    I updated it a bit to work framerate independent. So, this may be simple, but gave me alot of headache to figure out.

    now, a bit explanation:

    80 = The angle between 320 (Spawn Angle of the bullet) & 40 (Expected Impact Angle of the bullet)

    1200*dt = The speed the bullet is travelling, this makes the whole thing Framerat Independent.

    From The V0.4.9 to V0.5 there are also changes in the CSS code, i improved it to have much less lines than before.

    I've also added an 8K resolution option. This may seem a bit overkill, but there are surely some people that want to use Downscaling.

    The project is very far now, and only a few things will be added over time (Especially the MP will be finished).

    So the main time will now be used for Balancing, Fixing, Improving & Implementing the multiplayer (with the official plugin).

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • Ok, thanks

    is there any chance that we sometime in the near future may get an Alert again,

    if somebody answered on one of our topics?

    Or included in the text?

    • Conti
  • Ok, so ive been looking around here, new forum software, more detailed profiles and stuff.

    I really like it. But it kinda seems like the old design is kinda in conflict with a new one.

    I definetely need time to get used to it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Anyway, thanks for the update, great work. Keep it up <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Now to the issue.

    When i entered my Steam Profile name, and i checked it, it redirected me to:

    http://steamcommunity.com/profiles/thes ... urlentered

    but to make it work, it should say:

    http://steamcommunity.com/id/thesteamnameorurlentered

    Im sure it gets fixed pretty fast <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    • Conti
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  • It would be awesome :)

    This week Stable, next week multiplayer beta.

    Then i finally can begin including it into my game <img src="smileys/smiley1.gif" border="0" align="middle" />

    • Conti
  • Ive started with testing, but it takes too much time, it would use 30 mins per test to actually come into the 30fps area (estimated).

    But if theres one thing i can say already now, then it is the fact, that C2 uses far less GPU Usage.

    Btw, how does it come that the FPS gets over 60?

    When im using C2, the fps never gets over 60.

    (Note: my GPU gets hotter then using furmark)

  • sounds like a good way to determine if there really is such a big gap between CC and C2.

    Im very interested in the results <img src="smileys/smiley1.gif" border="0" align="middle" />

  • hmm, thats an interesting post, havent seen that yet.

    Link to my post

    ^^ This is 3 years ago

    I would be interested in an 1:1 comparison w/ physics & withou physics.

  • lennaert , that would be an option, ill think about it ;)

    Ill test my tablet with again, as soon as i completed the work on my low-performance mode, it may work then <img src="smileys/smiley1.gif" border="0" align="middle" />

  • lennaert thanks for the kind words.

    We'll have to see how things turn out in the end about the performance. But i at least can assure that a Tegra 3 Tablet wont be able to run the game as it is currently.

    youre right about the download size, the Ram use of Node-Webkit currently is about 800MB and VRam (Crossfire system, may be relevant) ca. 400MB.

    The game may could be redone in CC, but i actually after some research think, it wouldnt bring a performance increase. A comparison between CC R1.2 and C2 R45: 82% as fast as Classic.

    Based on all the optimisations made by now, i think that C2 is even faster than CC.

    So remaking it in CC probably wont bring any gain.

  • Im glad i could help.

    Good luck with your game ;)

    Ashley please move this to "Closed Bugs".

    • Conti