imperror's Recent Forum Activity

  • What is the best way to create physically interractable doors ( like in a hotline miami ) i have tried doing it with physics and revolute joint with immovable object, still sometimes player can be moved by the door for some reason (player mass is set to 20 while door's to 0.1). First you touch the door with player and it moves accordingly and then it bounces from the wall and moves player back. If setting player to immovable - he can drag a door with him.

    Also i was trying to build something with player movement vectors and custom movement behaviour for the door, but not yet managed to create a working example.

    Any ideas of what is the best way to do it? I would love to avoid using physics behaviour.

  • First of all - where do you want to post it?

    Likely you do need to export it first. If you dont want to share game source files.

    Menu-> Project-> Export , and from there you have a few ways.

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  • You have probably understood the point wrong, remote preview does work.

    First you launch it, and it works. Few minutes after - i refresh window with f5 or by opening a new window and entering the link, and all what i can see is this:

  • Here is an error i'm getting

    I assume it's not a matter of firewall/antiwirus/routing as far no configuration changes were done to above. I have tried another browser to remove the factor of cache and cookies. Still the same, and does that with any project, including the examples.

    Around 4 minutes after preview first launched, opening a link in new window gives an error.

  • Probably system -> on resumed.

    There is also system -> on suspended

  • Construct 3 remote preview fails for me if i try to open a link in few minutes after creating, gives an error join-failed, before it was working.

    Is it for everybody or just for me?

  • Project properties on construct, Viewport fit -> Cover , does that for me

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  • Yes, there is a .c3addon file in a zip for c3

  • Download photon addon from official site photonengine.com/sdks

    There is a latest version.

    There are quite clear examples comming with an addon.

    Photon does not implement complex multiplayer logic, it just provides you a way to send some data between all the clients. I.e. for each player every 0.15 seconds you send event to move player , with data "Player.X | Player.Y | Player.ID" when anybody receive this event, he moves required sprite to coordinates received.

    You can send anything as the data, even binary if required.

  • It does work. Still i would not recommend official multiplayer plugin usage for a real time shooter. As far as for smooth experience in such games latency should be not higher than ~100 ms, which is hard to achieve with this kind of an architecture (direct p2p with NAT traversal).

    Best solution i found so far is a WebSockets and Node.JS backend.

    In this case you are fully responsible on hosting it where you want, maintaining it as you want, developing server logic as you want. Which is relativly hard, but gives you 100% of control over you product.

    In case if you don't want to dive into it - there is a less complicated option - Photon Engine, still using it you are relying entirely on their services availability. So if they have lags - you have lags, and there is barely anything you can do about it.

    If it's a really small game with no competition, or you can afford to have 100 ms desync you can actually go with official plugin, it does work perfectly if really low latency is not required.

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imperror

Member since 30 Sep, 2014

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