Velojet's Forum Posts

  • ... hopefully C2 can handle a few hundred to couple thousand players for a MMO version ...

    Hmmm. How're you planning to do this? C2 won't handle the MMO aspect on its own. What additional technology are you intending to use?

  • jezzarb94

    See my reply in the other thread you started on this topic.

  • i'm currently looking for someone to make a plugin for real time multiplayer it can be integrated from one of these below "preferred"

    http://www.smartfoxserver.com

    https://www.exitgames.com ...

    I'm working with Exit Games to make a C2 RT multiplayer plugin/behavior for their Photon Cloud. See this thread.

  • ... My one last point in desperation is whether there is any browser out there that could be persuaded to launch displaylessly on the server, open the address of the C2 'game' in order to trigger the battle using C2, saving the results each tick for players to later view? ...

    Aren't you really asking for a server-side app that opens a web page whose source will be the index.html generated by C2 - that in turn fires up the exported C2 runtime, which will accept player input and display output from the server?

    All browsers will do that, without any special persuasion - that's their job. The work is in building the server-side app. That's something that's really quite different from the runtime that C2 is designed to generate. I don't know of any C2-like toolkit that's designed to do that. Maybe one day someone will build one atop NodeJS ...

  • Bogdanovist

    Your issues are standard MMO issues. Your server-side coding will handle those, and your C2 "game" (quotes because the real gameplay takes place on the server) will simply act to accept player input and display output from the server. C2 is totally capable of implementing an application to carry out those two roles.

    Client-server communication can utilise a third party AJAX plugin or the official WebSocket plugin - or a comms plugin/behavior that you write yourself ;).

    As for the question in your topic heading, C2 is not a tool to handle that. Your choice of tool for that will depend on your server-side technology.

  • any idea on how can I do that or is this a bug in C2

    I don't think you can blame Construct 2! The fault must lie in your server-side code. You need to work through standard debugging processes to track down your error.

    BTW, the code you have posted is extremely badly-written! You should be using arrays and loops instead of all those simple repeated assignments - there's plenty of room for errors to creep in there!

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  • BigMistake

    Thanks for the props! (Particularly coming from a Tenacious D fan ;-)

    To be fair to the Photon team, they do indeed realise the importance of working with me and they do want to progress the Photon-Construct 2 interface, so we are working together behind these scenes. However, they've got a couple of other big projects taking up their time at the moment, so I can't yet give any indication of an ETA.

  • jezzarb94

    My earlier PhotonPlayer plugin (it was just an alpha version!) is longer available - it's being superseded by the PhotonClient behavior that I'm working on. That will work both with the Photon Cloud and with a separately hosted Phorton server.

  • jezzarb94

    Thanks for pointing that out. I've now edited my earlier post to note that my Dropbox files in that message are no longer available and are being superseded by the Photon Client behavior that I'm working on.

  • jezzarb94

    Yes, please, give us a Dropbox link to your capx. The paranoiac in me says, "Just an IP address - could this be a spammer?"

    • AND tell us what you mean by "a bit buggy"!

    Also, please give us a more informative topic title than "I need some help" - it's useful for other people who might be having a similar problem.

  • Val

    ...I think I went over my character limit ...uite likely. Use bit.ly or TinyURL to shorten your links. (See the links in my signature.)

  • Progress report: I've now finished my rewrite to make use of C2 triggered conditions/events:

    • On game server ready
    • On joined
    • On leaving
    • On web player/s to be created
    • On web player joined
    • On web player updated
    • On web player leaving
    • On collision with another player
    • On impacted by another player
    • On message

    However, my development of this behavior began with the 3.0 Photon Server API (which didn't interface with the Photon Cloud) and the API of the 3.2 server (which does) incorporates "huge changes" to quote bertelmonster2k from the Photon team. So at his suggestion, I'm holding off further work till the Photon team has time to join in on the development.

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  • MrVoid

    I think you mean 'a multiplayer game' (all C2 games are online games).

    Check out the topics under 'Multiplayer' on the FAQ page.