vicplay's Forum Posts

  • heh ... with associated objects, when you leave .. your objects get destroyed in those rooms.

    but euhm, This latency ... isn't this rather the host latency ? and the signalling server would never be able to predict this seeing as its location is not yours ?

    Your method of workaround actually sounds decent, seeing as you would get the latency between you and the host of each room.

    Downside is that during this action you would effect each games host and peers their performance for a few seconds as your stuff gets created and destroyed.

    The main problem of the Sync Object while using this method of workaround is that the peer may not be in the same layout as the actual game layout, this usualy cause unexpected bugs when the multiplayer engine tries to sync objects for players in different layouts. (e.g. host is playing a match in the layout "game" and the peer is checking the latency in the layout "lobby", the engine will try to sync objects and associate objects in the wrong layout). Also this method can't check latency of full rooms and locked rooms because you can't join those rooms.

    This expression should return the latency between the host (of each room) and the peer that calls the expression and not the latency between host and signaling server.

    • Player calls request room list
    • On room list triggers
    • A For loop feeds an array with listroomname, listroompeercount, listroommaxpeercount, listroomstatus and listroomlatency (For each loopindex)
    • When this multiplayer.listroomlatency(loopindex) is called a generic message should be sent to the signaling server,
    • signaling server should send it to the target host (current index),
    • target host send it back to the signaling server
    • signaling server send it back to the caller of the expression containing the average time (in ms) that the message took to reach the host and return.
  • Hello!

    Multiplayer Plugin is really powerful and easy to use but I think there is an expression that would be extremely useful. Something like multiplayer.listroomlatency(index) which would return the average latency of each room (by index) after On Room List.

    This would be extremely useful to create a quick match finder that picks the lowest latency or even a server list (using the form object List) ordering rooms by latency.

    I know there is a workaround to implement this by joining every available room, storing latency inside an array, leaving the room and then manipulate the array but this approach can cause problems with the Sync Object since it automatically creates objects for each peer that joins the room.

    \o/

  • [LOG]

    Online Team Deathmatch test recorded 04-20-2015

    OBS.: This scenario is not an official map of the game.

    ____________________________________________________________________________________

    Inspirations:

    • Armored Core
    • Hawken
    • Counter Strike

    About the Game:

    • Game Genre: Top-Down Shooter Online Multiplayer
    • Game Theme: Futuristic
    • Playable Modes:

    Single Player Campaign:

    - Play solo missions to unlock new tank parts.

    Cooperative PvE:

    - Team up with other players to complete the hardest missions and unlock special tank parts.

    PvP:

    - Show your combat skills by fighting other players in a variety of game modes like Team Deathmatch, Conquest, Capture the Flag and Search and Destroy.

    • Platform: Windows

    Game features:

    • Fully customizable tanks with lots of unique weapons and functionalities.
    • Achievments system: Show to the world your achievments by customizing your Pilot Emblem.
    • Squad system: Join an existing squad or create your own squad to participate in Squad Battles
    • Level system: Level up your tank parts to increase performance, resistance and firepower.
    • Exploration Mode: Explore the galaxy to find secret missions... and secret rewards.

    Language: English and Portuguese (Brazil)

    Development started: 03-21-2015

    I will be posting news about the development here every week!

    SHARE YOUR OPINIONS, ASK ME ANITHING

  • Try Construct 3

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  • Ashley thank you, I had the latest version of my graphics drivers but it seems that this latest version was causing the problem. I've installed a newer version this week and now everything works fine.

    Sorry for not sharing the .capx. This problem was happening only on this layout of this project in particular. I could not reproduce the bug on another project and it's obviously not good to share the original project for anyone to see.

    Thank you!

  • [BUMP]

  • Problem Description

    • I have a layout with several sprites and all of them are set to "Normal" blend mode, some of them have the Tint webgl effect and all of them are in the same layer,

    When I set the "Preview Effects" to "Yes" some of the sprites just get invisible with no reason.

    -This problem started with r200

    • Tried to reinstall C2 but the problem persists
    • My PC: Amd FX8150, Asus GTX 550TI 1GB (Latest drivers), 8GB 1333mhz RAM, Windows 7 64bits and running the 64bits version of C2.

    I've recorded this video to show what is happening:

    Operating System and Service Pack

    Windows 7 64 bits Service Pack 1

    Construct 2 Version ID

    r200

  • Nevermind, just found the solution.

    I just have to use the condition "On Peer Disconnected" to retrieve the kick reason with Multiplayer.leavereason.

    I was using the condition "On Kicked". That was the problem.

    This thread can be closed.

  • Plugin: Multiplayer

    Action: Kick Peer

    (This action have an optional "Kick Reason" box)

    My problem: I don't know where this "Kick reason" message is stored since there is no "Kick Reason" expression and "Leave Reason" and "Message" seems to not retrieve the kick reason.

    Neither the manual or the examples teaches how to retrieve this information.

    Thanks in advance.

  • Looks fun, could be a great online deathmatch game. Fast paced chaos!

    Yes, I have big plans for multiplayer

  • Looks promising dude

    That looks pretty awesome!

    That was pretty interesting o.o

    I hope to be able and play the finished one

    Thank you!

    Uh, cool! All made in C2?

    Yep, all made in C2! Thanks!

    Cool! a Reload Timer yould be great i think so that you know how long you have to stay behind cover...

    Good idea! I'll add this to the game! Thank you!

    Here is a better video with more action!

  • Oh I see...

    Thank you DatapawWolf

  • FX-8120, GTX 550TI, 8GB RAM

    Windows 7, 64bits

    Google Chrome

    Version: 36.0.1985.125 m

    I've tried to play 5 different games on the Scirra Arcade and all of them are freezing during execution.

    I'm getting this error on the Google Chrome Developer Tools:

    AIRSCAPE:

    Adding master entry to Application Cache with manifest http://static1.scirra.net/arcade/games/ ... e.appcache http://www.scirra.com/arcade/games/addi ... airscape:1

    Failed to load resource: the server responded with a status of 404 (Not Found) http://static1.scirra.net/arcade/games/920/pathfind.js

    Application Cache NoUpdate event http://www.scirra.com/arcade/games/addi ... airscape:1

    4

    Uncaught TypeError: undefined is not a function

    SUPER UBI LAND

    Adding master entry to Application Cache with manifest http://static1.scirra.net/arcade/games/ ... e.appcache http://www.scirra.com/arcade/addicting- ... ubi-land:1

    Failed to load resource: the server responded with a status of 404 (Not Found) http://static1.scirra.net/arcade/games/1501/pathfind.js

    Application Cache NoUpdate event http://www.scirra.com/arcade/addicting- ... ubi-land:1

    7

    Uncaught TypeError: undefined is not a function

    Do anyone know how to fix it? Any browser settings or something? Thanks <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • UPDATED August, 10, 2014

    Hello everyone!

    Highly inspired on Armored Core games, here is the game I'm working on.

    TEASER:

    DONE:

    120 different parts to customize your tank.

    Color customization menu.

    Levels and XP system.

    Arcade mode with random enemy spawn.

    Enemy AI v0.1

    TODO:

    Persistent online progress with a Clay.IO account.

    Achievments

    Singleplayer campaign.

    1 vs 1 PVP

    2 players coop missions

    Improved enemy AI.

  • Thank you!

  • I need to know if Scirra Arcade do accept Multiplayer Games before uploading it because I'm about to work on a Scirra Arcade version of my game which shows to the developers here how I made the comunication between peers (like a new multiplayer example) but it would be a waste of time if the Arcade do not support it at all.

    But thanks for your reply! I pretend to upload to newgrounds soon.