TILK's Forum Posts

    You should be able to reuse a room name if the host leaves.

    But it's doesn't work because host leaves the room but not the game...

    My players can join a room, it's working fine. I did that if a PEER or HOST disconnects then everyone is disconnected from the room and signaling server and they quit the game layout. However, when a player tries to return to the game layout, the room no longer seems to be accessible (the first player to reconnect to the room does not become the host).

    My question is how to deal with this situation. Can we reset a room? Or do we have to recreate a new one for each game if player didn't quit all the game?

    Thank you for your help

    Tagged:

  • Hi

    In the chat example I try to limit the maximum of PEER who can connect to 1 (this is not the default room...).

    But I tried with preview and I can connect with many peers... Is it normal ?

    Tagged:

  • Ok thanks so without your plugin (advanced random) how random numbers (by default in the engine) are generate with random() function ?

  • I need good and realistic random for my dice. I wanted to change the seed every time I rolled the dice.

  • Including the plugin into your game, and selecting the "replace system random" tickbox will change all random based system expressions to use the AdvancedRandom's Psuedo random number enerator (PRNG) instead of the browser's PRNG. The advantage to this being that the browser doesn't not offer a way to read/modify the seed of it's PRNG, but AdvancedRandom does. Knowing the seed allows use to produce a repeatable sequence of seemingly random values, useful if players want to share this seed with others to get the same results. Or if you want to cherry pick one or more sequences that suits your game ( a common way of improving the quality of procedural generation ).

    If the "seed" property of the plugin is left blank, which it is by default, then it will use the browser PRNG to create a 10 letter seed and initialise itself. You can modify the seed at runtime using the "Set seed" action which accepts a string of any length. The "Seed" expression will return the current seed and the "RandomSeed" expression will return a new 10 letter seed generated using the browser PRNG.

    If you want to you can call the "Set seed" action with the "CurrentSeed" expression to reset the random number sequence to it's beginning.

    Thank you for these details but does it negatively influence performance if I generate a random seed at every tick? Is it better to generate a random site before each random function?

    However, this is not clear to me. How can I create a random seed I can't find the function and "update seed" doesn't seem to accept "random". I didn't find "Set seed" function too...

    The random function (not from your plugin) really doesn't seem to work well but I have same result actually with your plugin and a seed that I tested. It often returns 1 or 2 when I put random(1,2) when there are millions of possible combinations....

  • Hi,

    I actually create a multiplayer game but I am afraid about all I'm reading this morning about that and I paid for one year of construct 3, do I will regret ? Maybe unreal 4 pr Godot is better that c3 now for 2D multiplayer game

    Is it true that WebRTC is not supported anymore by a lot of webbroswer ?

    Is it possible to play multiplayer on mobile with multiplayer plugin ?

    For example PC and mobile players can they plan together ?

    There are a lot of issues (lag or sruff like that) in multiplayer game made with construct 3 ?

  • Thank you :)

    But I didn't find this function "Update seed" in the advanced random module.

  • Hello construct 3 community!

    I'm trying to implement advanced random for my game. In order to improve the random aspect of my game.

    I read the documentation here: construct.net/en/make-games/manuals/construct-3/plugin-reference/advanced-random

    However, I am a little confused. Is it sufficient to use the random function of construct 3. And at the same time to have included the module "AdvancedRandom" and check the box "Replace system random"?

    And what about the seed ? The seed must be defined by us or can we leave the space "blank"? Can the seed be generated randomly, if so, on each call or only at the beginning of the game? And how the seed can be random knowing that it determines the random (the snake bites its tail)

  • One big image should not be a problem, but I suggest you read this article by Ashley:

    https://www.construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

    Thanks

  • Thanks mate !

    I put a 1920x1080 background image on each side but I think it's okay for fairly recent mobiles

  • Nobody can help me ?

  • I would like to make an independent multiplayer view for each player. Imagine a game like the "naval battle".

    Knowing that it is the player 1 who hosts the game, if I understood correctly, player 2 can only see the layout that player 1 sees and not another layout, right?

    So I thought I'd do it like this:

    The problem is that I wonder if it's possible that player 1 can only see his view.

    Secondly, to have such a large layout (I don't know how memory would be managed like there are two players) won't it cause performance problems if I then export my game to mobile? (There will be about 60 sprites on each view about). The layout total size (with the 2 view) is : 3840x 2160.

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  • I wanted to buy a construct 3 license but I'm glad I have construct 2 with all these problems (Pages crash once in 10 even to connect). "Everything online" is fine when everything works but if there are server problems it becomes unusable for everyone and it becomes dramatic for the provider and customers.

  • I wanted to know if there were two identical save slot name between two different projects and that they launched from the same browser (like a webapp). This can cause problems of conflicts in the browser (data mixed between the two projects)?

    It's about this element :