Trakan's Forum Posts

  • Would be nice to choose which OS we wan't to export because it exports it for OSX,Linux and Windows and it takes more time when you only want to test on win32

  • Wait, you guys go on something out of what i was thinking

    I never talked about hosting a 100+ player server at home, it'll be an option for people who wants to run big servers on dedicated servers with enough bandwidth ect. I just want the people who wants to only player with few friend to run a server for few players, this is was i was talking about the rooms of 2,4,10 ect..

  • The number of player in each room depends on the host connection

    What do you mean? Multiplayer actions in his multiplayer are related to Q3D?

    I don't plan on hiring him nor buy his product

  • This is exactly what i need, but i don't want someone else work

  • I have two options,

    The first one, is to make it using C2 plugins, making rooms of 1,4,10 people, and when they are sailing (i'm doing a pirate game), it'll get them to a new layout with the sea and stuff, it'll take only the people on the ships and they can fight together.

    The second one is to make the same as i wanted at the start, by doing an outside "console" ect...

  • Depending on the type of game, depends on the strategy. I've seen people break a map up into segments, so only those players in zone A are connected to each other. Those in Zone B, etc this makes because zone B has no interaction with zone A... it also allows the game to appear to have 100's of players on the map, when in fact they aren't actually playing together. The issue comes in(well not an issue, just a matter of brain application) when player moves into another zone, he then has to auto connect to new zone without him knowing it. Its that split second lag, jitter you get when running over some invisible line - lol.

    Oh reminds me of the pokemon multiplayer prototype i made using Websockets, it was nice, i could teleport player on another instance.

    Speaking of my project, i don't think i'll have alot of problems with zones, i already planned it, there won't be that much zones

  • "can we make a standalone node-webkit (or browser) build and use it only for sending and receiving infos?"

    It can be the same C2 project, with significantly different event sheets, depending on being the host or a peer ; then you can ensure your instance is the host, by having it join the session/room first using the Scirra signalling service.

    Your "host" events would :

    - interface with the database, to read/write centralised data

    - receive inputs from peers

    - run critical gameplay logic

    - broadcast updates to all peers

    The peers "just" send user inputs, display the world based on the host updates, and run non-critical logic (visual effects, animations, etc.)

    Bandwidth issues remain though, and you still need your host on a box with a big pipe if you need to handle lots of peers and data.

    Do you think i can make the server outside of the actual game? A different project

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  • Well, can we make (using c2 mp plugin) a standalone node-webkit (or browser) build and use it only for sending and receiving infos?

  • I don't want to use a player as the host, i want a console to work as the host, but it seems this won't be possible using the c2 mp plugin.

    I don't think i'll need 10dedicated servers, sure i'll need a really big bandwidth nor big specs, but i saw games using only one MySQL database and one console running at one time and it could handle more than 100+ players

  • Hi! I wanna add multiplayer using construct 2 on my project, i've already done projects using sockets (scribble.ws) or official multiplayer plugin but it was on low number of players, it was not working really well, it wasn't how i expected it to be, it worked but i wanted it to work even better. So my idea is to make a multiplayer game, using some kind of console, i think some of you know what i mean, in most of the actual games, players or server hosters setup a server simply by launching it and setting up the good settings (like in terraria, minecraft,starbound ect...), i wan't to make the same using construct 2.

    I wanna ask you guys, what should i use for this, the server hosted by someone should be able to handle more than 100+ players, and i don't think c2 plugin should be able to do that. Basically, i want it to starts using settings from a file, then load the item database, npcs, ect, then when i player connects, loads the player database, spawns it with his caracter, and everytime something happens on the screen, like a new item or a new skill, it'll add it to the database at the good character line ID, i want everything to be localy using arrays so then the server administrators will be able to edit everything they want.

    So that's why i'm requesting help on what kind of "plugin" or sockets or anithing related i should use precisly for this kind of project. Thanks!

  • Here you go Ashley

  • Really?

    I may had two project open and it exported the wrong one! Sorry, i'll upload the good one tomorrow

  • Aphrodite - oh, thanks for the tip. But the .capx hasn't got any events using shift (or any keys other than arrow keys) nor does pressing shift in-game do anything. Maybe the wrong .capx got uploaded.

    There was event seets included, check "Player_Action" sheet

  • Ashley

  • Problem Description

    When i start to run, my character (and my caracter collider) starts to "shake" for like one second

    Attach a Capx

    https://www.dropbox.com/s/rspziwt25hpur ... .capx?dl=0

    Description of Capx

    It's my actual game, nothing else

    Steps to Reproduce Bug

    • Step 1: Start to move with arrows
    • Step 2: Use MAJ to run
    • Step 3: Sees that the player is "shaking" a bit at the start

    Observed Result

    Shaky caracter

    Expected Result

    No shaking

    Affected Browsers

    • Chrome: YES
    • FireFox: (YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 7 Service pack 1

    Construct 2 Version ID

    Release 178 Steam Version (the problem is not only on the steam version)