... Wouldn't creating an extra 'client' that act as a host be able to handle some of the game logic? Not a full authoritative option, but for certain games (like most co-op) games, I think this should be sufficient?
Yung
You're quite right that in co-op games, for instance, you could have one of the clients acting as host. Glenn Fiedler has a good article on the limitations of ths model (e.g. "each player in the game has latency equal to the most lagged player").
From the looks of it, using your plugin, a turn based game is definitely doable!efinitely. I'm hoping that someone will use it to produce one.<img src="smileys/smiley2.gif" border="0" align="middle">
...I hope you can continue making this plugin a must-have for Construct multiplayer! There's a lot of interest, it's definitely wanted, but it may confuse a lot of the less savvy non-programmers.bWard
Thanks for your very positive feedback. I've tried to make the C2 side of it as non-confusing as possible (no need to deal with sockets and messages!), and I'm always here to help with coding the server side.