Yagnik Joshi's Forum Posts

  • 13 posts
  • I have bring a website in the game using HTML Element tag.

    So, The issue I am facing is of site not shrinking when the game is opened in the mobile.

  • So, I reason We wanted to sprites over the ads is to blend the advertisement in the game instead of showing it as a Advertising.

    One more Issue is Iframe is not responsive when game is working on the mobile like

    If the ad is "500x500" then the Iframe Ad will cut the Ad.

  • Thanks Ashley.

    I have explained this to my senior.

    well, Is there any other way I can put dynamic ads in the game?

  • Can you elaborate on that?

    Did you mean to invisible it whenever sprite is on top of the iframe?

    But the sprites I want on top of the iframe are ninja stars which are moving right to left.

  • I have requirement to show sprites over Iframe. I have tried everything and checked everything but I was not able to fix it.

    Is there any way to do it?

    Or

    Maybe show me another way to solve "Sprite should appear over the website(iframe). Maybe any other way?

  • You probably making any mistake. Check it properly.

    One ore thing you can do is sending message from host to peer per second.

    That message will be fetch by peer and peer will sex that value to timer text.

    Simple.

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  • You have to put it in the object.

    Instead of making new object for it, you can just add variable in timertext object which you are using for showing time.

    Then just sync instance variable after adding syncing line for timer object.

    Then you just have to sex timer object to every tick and set text to that instance variable

    Suppose, TimerText (your object), TimerText.timeshow (instance variable)

    Then, sync them before connecting to server then

    Use

    Every tick for both players in which host will contain code for subtracting the values.

    Think of host as server and peer is just receiver.

    So peer just send data when he do some input like moving chess object.

  • Hello there! Hope you are progressing with your game.

    -> chess grid

    You don't need to spawn it.

    Cause it will be same on both sides.

    Now, you can just put it in background or after background.

  • I'll surely read it. I am also working on unity using photon and god! Its easy cause most of the complex things are handled by photon itself.

    You'll need to implement it

    yourself, locally, otherwise.

    I will surely look for a way!

    99% of those can be solved by simply adding a TURN server to your ICE list.

    Well, Yes, I have read many forums and stuff about NAT stuff.

    But I can't afford to pay for just making game playable as I just want games to be there to play. And I just wanna try if games which I have made works fine and if people like it. If they like it then I'll surely adding many things too.

    But that's in the future time.

    I hope I can find easier solution for this photon thing.

    Atleast photon doesn't have issue with network I can still make turn based multiplayer

    Anyway thanks for pointing out on issues I should focus on. :)

    Multiplayer is tough as Ashley said 🀣🀣

  • Hey there!

    You figured it out! That's good !

    So for timing if you know we can sync variables too.

    -> add instance variable( you will need to sync timer(text object too) to timer (sprite or text) whatever you are using and add one more variable named turnof which should also be instance variable of timer (text)

    Then at game start, Host will set timer on and set turnof to 1 means host itself.

    After his turn of time up, he will change it to turnof 2 and time to 30 seconds again.

    For timing counting you can use timer at host side.

    And it is very easy to get time for showing it going down

    Like

    If you added timer behaviour in Timer (text object) then.

    30 - timer.currenttime("turntimer")

    ( I'm still forgetting something at the end maybe but it's pretty much it. And you'll be having countdown)

    And I have to download discord and then only I can add.

    I'll add you later on. Right now, just wanna get some sleep😬 I had rough day with using photon in construct 2.

    (try above logic and always check if things are going well or not using debugger instead of just assuming)

  • oosyrag

    First of all, Thank you very much for answering and addressimg really important points.

    I have worked on construct 2 multiplayer and what I want is to change all the games to photon as Construct multiplayer have network issues and all NAT stuff.

    Anyway, Photon doesn't have any documentation for their plugin at the moment and they are just telling us to check out provided tutorials by other developers and try to learn it and use it as per your need.

    i have checked pretty much all the options in photon plugin they aren't providing anything regarding syncing, interpolation and lag compensation.

    I have made one game using photon and converted one from C2/3 multiplayer to photon.

    But I got stuck in this situation.

    sharing ball positions to each player as ball will be moving constantly

    Thanks again.😊😊😊

  • Hello,

    One logic you can use is adding Point, x, y and UID instance variables in a family and make two seperate families one fro black other for white or just one family in which each will have 2 animations (black and white).

    Now, If you are using construct multiplayer then you will have to focus on Host and peer in which

    These chess objects will be already placed at initial places.

    When host moves any object then add those values to its instance variables ,y then send it to peer and peer will set that particular object to the place you chose. Same applies to peer to host.

    Every time check which UID you have moved and send that data using messaging broadcast (host to peer) and peer message ( peer to host)

    I'm just telling you logic cause it will be fun if you make it by yourself

    Good luck

  • Pong game using construct 2 with photon

    Hello guys, I have made simple pong game just for seeing if photon can be used to make smooth multiplayer games.

    But I am facing serious issue now.

    Consider a scenario : A ball in pong game moves on its own and the moment change happens only either paddle hits the ball or ball gets hit on walls.

    I have used every Tick event ( which is just to show that this event runs every tick i know that)

    Ball only moving at player 1's game and player 1 sends ball position every tick to player 1.

    But I am facing extreme lag as if Data is getting loss in between and not receiving all the data sent.

    So then I have used another approach of sending angel of motion and bullet speed to both players and that how Ball is moving smoothly until paddle hits ball which can change paddle's angel and then both balls are going in different directions.

    I am confused whether photon is not giving smoothness or maybe I'm doing something wrong

    https://drive.google.com/file/d/1Da0X2VXIpGzbUuhKnmXTlOAhFtCPLtQG/view?usp=drivesdk

  • 13 posts