Velojet's Forum Posts

  • Whiteclaws

    ... All of this is pretty confusing and description doesn't give a lot of help ...ave good study of my Workout demo. You'll find it pretty fully commented e.g.

    <img src="http://www.millercrawford.com/images-offsite/construct2/photonclient-workout-event_sheet.png" border="0" />

    Also, you'll get the usual C2-type prompts with all the PhotonClient ACEs.

    And feel free to ask if there's not enough info there.

  • Here's a direct comparison:

    Whiteclaw's low-level code:

    tokenat(message,1,"|"), tokenat(message,2,"|")

    My high-level PhotonClient expressions:

    WebPlayerX, WebPlayerY

    I rest my case!

  • Whiteclaws

    Thx very much for your continuing interest in this behavior!

    As for now , I can't define how hard it is to create a new player.ave a look at function MakeWebPlayer() in my demo. All you need are the coords of the remote web player, which my PhotonClient behavior will give you directly without any need for low-level tokenat() text string deconstruction.

    Then all you have to do is to use my PhotonClient's Set WebPlayer's ID action and the standard C2 Create object action to have the web player appear. Much easier than your proposed code ;)

    As for the join events , is there a way to auto-join the game without having an ugly join button ?till waiting on the ExitGames people to come through with this!

  • Whiteclaws

    Tx for yr feedback.

    I think you're expecting it to be a sort of websocket plugin, but that wasn't my aim, which was to make a higher-level behavior, that doesn't require the C2 game developer to decode low-level text strings.

    As for the join and leave events, I followed the ExitGames Photon Cloud JS SDK examples, where the 'Join' and 'Leave' buttons are embedded in the index.html web page (my PhotonClient runtime modifies the C2 index.html to enable this). The effect is to remove from the C2 edittime the ability to modify those buttons.

  • Yus , Got it workeing ...ood! Pleased to hear!

    To update the game , you just export to html5 and remplace the files on the http server by the exported ones on the html server ?us.

    Also , is it compatible with the newest versions of C2 ?us.

    Let's know if you have any probs.

  • As it is right now. It's a very rudimentary, and is only a websocket + channel.jayderyu

    You're totally right.

    Is there a C2 Plugin for the broadcaster, or just client so far.ell, the broadcaster is the client (and v. v.), so there's just a single plugin which performs both functions.

    So it's basically just a P2P channel that PubNub provides.

  • Got this to work! Even did a quick hack to get the player to move up and down as well left and right.

    <font color="red">WARNING</font>! Don't use BTGames' package! As I said in my previous message, runtime.js, edittime,js and common.js in that package are in fact practically identical HTML pages.

    Instead, download PubNub's original files from GitHub.

    Promising :)

  • I'd like to try this, I'm using r135, but I'm getting an error on loading up c2.

    Ditto for me.

    VERY odd - runtime.js, edittime,js and common.js are in fact HTML pages, and all practically identical <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" />

  • ... I say release the plugin with open source on the plugin forum with the OP saying you're not longer supporting it and that it provides a base for anyone else to modify it to work better ...Thndr

    Excellent suggestion! I will carry it out.

  • Any updates? :D

    The ExitGames/Photon team appears to have concluded that there's not enough interest in their JavaScript SDK and in my use of it in a C2 plugin, so are focussing their efforts in more profitable directions.

    Taurian (the OP) also appears to be pursuing other interests.

    No-one here seems to have developed my C2 demo in any direction.

    So (with some reluctance), I'm turning my development efforts to other projects that have been gathering dust on my workbench.

    I'll pass the multiplayer/Photon baton to jayderyu and awarmenhoven, who've got a very promising project underway. Good luck, guys!

  • UPDATE

    I used NowJS to implement the server<->client communication. Support for NowJS has ceased, as has further development. So the same (reluctantly!) goes for my Multiplayer behavior.

  • No, I am not talking about creating a custom plugin but having the ability to script out an event/action as an alternative to the visual system. ...zendorf

    Would be helpful to have a few examples of events/actions that you'd want to script out as an alternative to the visual system ...

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  • ... Hopefully C2 will have some support for scripting down the track, but I am not holding my breath as it is not something you could bolt onto the existing events system and would most likely have to be redesigned with that facility in mind.zendorf

    I don't understand what you're saying here. Isn't the SDK/plugin facility exactly the "support for scripting" that you're wanting?

  • ... So I have a final question about it, about these plugins system. Can I really use it to write specific behaviors in my objects? ...bsolutely. Have a look at my plugin tutorial to see how easy (and how much fun!) it is for someone with JavaScript experience.

  • Yes, 21,000 does seem excessive. I wonder how efficient your programming is. Does it make full use of functions and variables, for example, to eliminate repetition?