Velojet's Forum Posts

  • Tom

    Your last competition had the enticement that 'Everyone who enters will win a �Contender� profile badge, 50 rep and a well-earned pat on the back!'

    Any chance of the same enticement being offered for this one? (Of course, I'm not interested in the badge or 50 rep, it's the well-earned pat on the back that would entice me to enter.)

  • iprene

    No need to apologise! We were all new to servers once (and I'm still new to the Photon server!). (@Taurian is more familiar with it, and offered to help, so he might like to chime in on this one.)

    It does sound as if it's the port setting that's your problem.

    The WebSocketListener port that Photon uses is set in PhotonServer.config line 70: Port="9090"

    (PhotonServer.config is in app\deploy\bin_Win...

    (I can't recall setting this by hand, so something in my install must have done it.)

    Don't hesitate to keep on asking (but I hope it works for you now <img src="smileys/smiley1.gif" border="0" align="middle" />

  • iprene

    Thanks for your comments!

    I agree that the Photon site isn't super helpful!

    I could have been more helpful too! I see that I omitted a crucial step (now corrected):

    ** You'll also need to download and install the Photon JavaScript SDK: Photon-JavaScript_v-3-0-0-3-Beta_SDK.zip - there's an INSTALL.txt file in the package. **

    If Photon is properly installed locally, it should run on port 9090 - that's where the PhotonPlayer plugin expects to find it.

    Does the Photon Testclient return the expected results for you?

  • Stercus

    Thanks for your positive feedback!

    Try out my multiplayer PhotonPlayer and let's know what knots need hammering out!

  • [EDIT 4 April 2013: PLEASE NOTE: My Dropbox files in this message are no longer available. They're superseded by the

    PhotonClient behavior that I've now released.]

    OK. Here's the alpha version of my PhotonPlayer multiplayer plugin:

    PhotonPlayer

    Be warned that, as an alpha version, it's quite rudimentary. But it does implement the essential multiplayer functionality: it allows you to run the same (grid-based) game in a second locally-hosted browser window and see the first browser's player moving around the grid in real time.

    What it doesn't let you do at this stage is:

    • have more than two players, each in their own browser window
    • have any sort of interaction between the two players.

    So it's basically just a proof of concept at this stage, which is why I'm not yet announcing an official release in the 'Plugins for Construct 2' forum.

    To see it in action, you'll need a HTTP web server running on localhost (I use WAMP server, but you may prefer XAMPP or plain Apache or IIS ...). Set up a folder on that web server from which to serve games that use the PhotonPlayer plugin.

    Change the <font face="Courier New, Courier, mono">scriptsDir</font> variable in the PhotonPlayer plugin runtime.js (line 34) to point to that folder.

    (You may like to check out the rest of the code - hopefully, I've put enough comments in there for it to make sense to anyone who knows JavaScript and Photon.)

    Next, download and install the Photon 3 server SDK to run on localhost (port 9090), together with a free license (here's help).

    You'll also need to download and install the Photon JavaScript SDK: Photon-JavaScript_v-3-0-0-3-Beta_SDK.zip - there's an INSTALL.txt file in the package.

    Now take this capx of a demo 'game':

    PhotoDemo

    You can preview it in Construct 2, but you won't see its multiplayer character until you export it (don't minify it) and install the resulting files (c2runtime.js, index.html, ...) in the folder you've set up for it on your web server.

    Now fire up your web server.

    Start Photon Control as an application.

    Open a browser (either Firefox or Chrome) and access the localhost address where you installed PhotonDemo (with its c2runtime.js and index.html) (for me, the address is localhost/dev/photon). You should see a screen similar to the one in my screenshot above (my post of 29 June).

    Click the 'join' button. Open a second browser, give another nickname to your second player and click 'join'.

    Move your first player and you should see it also move in the second window. Move your second player and you should see it also move in the first window. You're multiplaying with Construct 2!

    -------------------

    The PhotonPlayer edittime is just a duplicate of the Sprite edittime at this stage. Obviously, it needs some added actions, conditions and expressions (ACEs) e.g. to be able to check the positions of remote players. Those ACEs will be added in due course, but not for a week or so, yet. Next week, my Construct 2 time is going to be spent on trying to throw together a competition video <img src="smileys/smiley2.gif" border="0" align="middle">

    In the meatime, please feel free to ask questions. And of course, I'd welcome any comments you might have.

    And a BIG THANKS to Taurian for putting me onto Photon! <img src="smileys/smiley20.gif" border="0" align="middle">

  • Thanks for the heads-up, Kyatric!

    From the article intro:

    <font face="Arial, Helvetica, sans-serif"><font color=blue>Ashley and Torn Gullen, of Scirra, are the brains and driving force behind the developer friendly Construct 2 engine. Tom took some time out of what sounds like an incredibly frantic schedule to share some of the latest developments. However, at the speed Scirra offers up new versions and extra features and capabilities there has probably been a new version while you have been reading this!!!</font></font>

    And there's a competition to enter:

    <font face="Arial, Helvetica, sans-serif"><font color=blue>Indie Games Developer Magazine has teamed up with Scirra who are providing us with Three Business Edition Construct 2 licences. All you have to do is follow us on Twitter and look out for our Tweets promoting this competition and RT it. We will then pick one winner each week randomly.</font></font>

  • ... There seems to be gaps in the platforms that my player just cant jump over ...

    Val

    Have you worked your way through my Building a platform game - a beginner's guide tutorial? It gives you step-by-step hands-on practice with a number of issues you've referred to, working at your own pace, with advice you can keep referring back to - which is not nearly so easy with video tutorials.

    I'd welcome your feedback!

  • ... I just watched what seems to be the beginning of a very nice video tutorial series on you tube that was posted by somebody called "randohead".

    youtube.com/watch

    Be warned! This has absolutely nothing about working with Construct 2. It's also highly amateurish - clearly randohead's just making it up as s/he goes along.

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  • twdead

    Of course Ashley is right. He's talking about query strings and you're talking about JavaScript strings - two entirely different types of strings.

  • This is a Construct 2 question ??!?

    Do a Google search for 'php send mail' - you'll get all the advice you need - and more.

  • Update: Well, I've actually now got a working experimental PhotonPlayer multiplayer plugin for Construct 2. Here's a tantalising unfaked screenshot:

    <img src="http://www.millercrawford.com/images-offsite/construct2/c2-photon.png" border="0" />

    ... and here's the C2 event sheet:

    <img src="http://www.millercrawford.com/images-offsite/construct2/c2-photon-events.png" border="0" />

    Yes, that's really all there is.

    I've got quite a bit of tidying up to do over the coming week, before the code's fit for public viewing. After that, I plan on releasing it as an experimental plugin for playing around with and giving me feedback.

    As you can see from the browsers screenshot, I have it running on localhost (WAMP server) - not yet the Photon Cloud, which was Taurian's original challenge.

    Watch this space!

  • Nickfost

    Have you looked at my Building a platform game - a beginner's guide? It shows you how to use global variables to keep and display scores.

  • zsangerous

    Not just you! I also failed to get new release emails for r94 and r95 - and r93. So I was quite surprised to see a reference in the Forum to r95.

    I checked my profile to see if anything had changed in my subscriptions and email address - but both were just as I'd set them up.

    However, I then got a new release email for r96. Let's hope it was only a temporary hitch.

  • I'm not sure that actually works - at one point it didn't ...

    Darn! I've been reporting spam for months, believing my reports would end up on someone's desk and Action Would Be Taken.

  • Promising!

    Looks good. Your server isn't set up for .ogg files though so no sound in Firefox.

    Yes, run it in FF with Firebug enabled and you'll see the error message.

    No sound in IE9 either, but that's not really a surprise :(