Velojet's Forum Posts

  • JoyfulDreamer

    To quote from the Photon Cloud documentation: "Update stats, positions or your current turn. Photon will send it as fast as possible via (optionally) reliable UDP, TCP or Websockets.".

  • Okay I contacted Austin from clay.io about integrating the clay.io plugin's multiplayer lobby feature with your photon plugin. He told me that if enough people want it, he will do it. ... So if you guys want it to happen please reply saying you support it.SpacialPumpkin

    Thanks for following up so proactively on this one! I'd like to have more feedback from people who've made a game using my PhotonClient behavior before working on my side of the Clay.io integration.

  • Makes sense (semantically) to me.

  • You said, if the javascript sdk supports udp/tcp choice....

    It does mean when ashley etc would implement this feature in the C2 java sdk, the photon client already could track the players position smooth like in the platform behavior?It'd require some tweaking in my PhotonClient behavior.

  • Is there any way to integrate the construct 2 clay.io plugin's multiplayer lobby feature with this photon plugin?Probably needs the clay.io plugin developer to take a look at how the integration might be managed.

  • zyblade

    Those are questions for the ExitGames/Photon team, who seem to be tied up with other matters at the moment.

    bertelmonster2k is the CTO/founder, and was last here in January.

    If a choice of TCP/UDP is eventually available via the JavaScript SDK, it'd certainly be possible for me to make the same choice available in my PhotonClient behavior.

  • Marvellous job, Tom! Great being able to see so clearly where and how the rep is gained (and the fact that the cleanup has lost me 2,500 is neither here nor there ;) )

  • Excal

    I intend to ship an iOS game, so I'm a little confused as to what HTTP server I will be using or have access to, or if it's needed at all.

    No, in that case, it's not needed. My PhotonClient behavior's only been tested in a web browser environment, and I'd be very interested to know how it goes in an iOS game (or Android, or Windows Phone, or Symbian, or ...).

    The game I am making is a space shooter, but if I understand correctly, the plugin simply allows another user to join in the current game. I don't intend for this to be possible in the single-player campaign (no co-op mode). The only time the player will interact with other players will be in multiplayer mode, and that will be its own section.OK, we can really regard this as two separate games and you'd only need to incorporate my PhotonClient behavior when you get to implementing the multiplayer section/game.

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  • Excal

    ... Suppose I am working on a single-player game, and intend to add a multiplayer portion later ...

    Hmmm. You need to tell me more about how this two-portion game works.

    ... Also, how does your plugin differ from the Photon Cloud service? I see others in this thread trying to set up their own servers or get a server with a webhost in order to 'serve' multiplayer. The Photon Cloud service provides this as part of its plans, doesn't it?My PhotonClient behavior enables a C2 game to become a client for the Photon Cloud server.

    As explained in my post of 2 Apr 2013 5:24am, there are two servers involved when you're using the Photon Cloud:

    1) A HTTP server to deliver the web page that allows (multi)players to access the game itself - just like any C2 game you make, when you export your project to a HTML5 website.

    2) The Photon Cloud server which handles the interactions between the players - it saves you having to create a game server to do that.

  • Excal

    ... Why exactly should it be created as multiplayer from the beginning? If I want multiplayer to be vastly different than single player (i.e. balanced), is it necessary to add the plugin from the very start of the project? I'm just confused on what the plugin does.uite simply, it enables remote players on remote devices to join with you in your game.

    This is a different gaming paradigm than single player, so needs to be part of your design from the start.

  • Velojet, how stable is this plugin?Excal

    Test it out!

    ... would this plugin + Photon Cloud be suitable for production quality multiplayer?Check the Photon Cloud site and see what's being done by commercial game developers.

    Along the same lines, if making a game for multiplayer, is it possible to create it in singleplayer first and then add the plugin and port to multiplayer, or is there a better order that's recommended?esign your game from the beginning as a multiplayer - retrofitting a single player game is not a recommended approach.

  • I've juste one question, how to add an attack/skills on a character ? For example I press "space" and my char explode/do something ?Joskin You'd just do what you normally do with a sprite object. My PhotonClient behavior has no part to play in that.

    Looking forward to seeing your game!

  • Tom

    Good on you. I'm looking forward to being moved up the list - just behind you ;)

    PS Thanks for all your work on the Tutorial section - HUGE improvements!

    RandomExile

    And thanks to you for taking the time to do such a thorough and highly helpful analysis of reps - hopefully, Tom's revision will result in your making the Top 25!

  • AarongamerX

    Wicked! I'm so looking forward to seeing what you come up with.

  • ... Is anyone able to give me a fast-track introduction to ... how a third party can create their own pluginxquirrel Check out the plugin tutorial link in my signature.