ThePhotons's Forum Posts

  • >

    > > Trying to sync name to other player with this event....

    > >

    > >

    > The image is not displayed for me. Probably permission issue.

    > You can use "Set my actor name" action and ActorNameByNr expression to set and get players names.

    >

    here

    https://drive.google.com/open?id=1fEdZPLUThv25R4hMpZ5tJsx4grj8F9tP

    As far as I see, you raise an event to broadcast player name but do not handle this event on other clients.

    As I wrote, using built-in player name or player properties would be much simpler.

  • Does the photon plugin still support on premise servers(if it was ever supported)?

    Yes. Set Photon object HostType property to "Self Hosted" and specify server address in SelfHostedAddress property.

  • Lasmelan

    The error is quite clear. You are trying to connect non-secure websocket from a page loaded via https. Change protocol to 'wss' in Photon object properties.

  • Trying to sync name to other player with this event....

    The image is not displayed for me. Probably permission issue.

    You can use "Set my actor name" action and ActorNameByNr expression to set and get players names.

  • ThePhotons I am experiencing this issue when uploading games which use Photon on the web:

    Is there a way to get around this somehow?

    Which scripts exactly fail to load?

  • It would be nice if you could provide a documentation for expressions and other things, it's hard to tell what requires what.

    Sorry, we do not have detailed documentation on Photon plugins. But every expression, action and condition has short description which should be enough if you are familiar with Photon client workflow. Please find details on how Photon works here https://doc.photonengine.com/en-us/real ... time-intro

    Also try tutorials listed at the beginning of this topic plugin-photon-cloud_p888056

  • Please find updated plugins at https://www.photonengine.com/en-US/sdks ... construct2

    Now Photon library imported as external dependency avoiding minification breaking objects names.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • hi the photons, how could a player leave a room, as I have tested, the player remains in the room after the leave room is invoked or the plugin generates an error to every one when you try to leave,

    regards,

    Carlos Abreu.

    Hi,

    Please provide reproduction steps and error log from clients generating error.

    Leaving the room in demo-test.capx project works for me.

  • Yo ThePhotons Construct 3 breaks on minifying with the photon plugin in the project

    Hi, please provide more details. What are you trying to do and what errors do you have.

  • We will add it next plugin release. In case you need it urgently, use "Set region" to set arbitrary region,

  • Hi oOScuByOo

    2. Try room and player properties. These properties are synchronized automatically among clients connected to the room as soon as any player updates the property. For instance, level selected by a player or flag set if he accepts the given level can be represented by player property. The currently voted or played level is a room property.

    Also you can keep entire game state in game properties. This is the simplest way to synchronize it (assuming that it doesn't change very frequently).

    3. I think you can have global object persisting while layout changes.

    Or use room properties again. The Photon objects remains the same during layout changes. So you can keep state in room properties if you are in the same room while switching between "Selected Level" layout and "level".

  • VincentS

    To be able read room property in a room list (in the lobby), you need to mark property as visible in the lobby during room creation. For that, before creating a room, call "Set props listed in lobby" action with comma-separated list of properties names you want to see.

  • If I change it to wcc, players which use wcc version won't play with wc? Or it doesn't matter?

    The protocol is used to connect a server. So Photon clients can play with each other even they use different protocols (ws, wss, tcp, udp) or sdks (js and c2, c#, c++, lua...)[quote:1prei3kr]

    One more question. Will game embed as iframe using http, be able to use wcc photon?

    We did not test such scenario. Just try it.

  • Hi, how to remove the photon extension?

    Remove it the same way as any other extension. See C2 documentation. I guess deleting Photon files should be enough.

    To remove extension from a project, delete Photon object.

  • Hi Demkamen,

    Do you use secure websocket for connection? Check 'Ptrotocol' property of Photon object.