ThePhotons's Recent Forum Activity

  • CROmartin

    OnActorLeave fires when player leaves, but for every client. It would be good if there was some kind of equivalent of "join room" for "leave room", which seems to fire only for exact client that joined. Am I understanding this events good?

    You can get the id of leaving player via Photon.ActorNr variable and compare it to the id of the player which you need.

    When you send data you should always pass ID of client(Photon.MyActorNr)

    Photon.ActorNr works the same way for events, so you do not need to send Photon.MyActorNr. Other variables for events are Photon.EventCode and Photon.EventData. Of course all these variables are valid only in the current Constructor event handler.

    I handle slots this way: when player joins already connected clients send theirs information to newly connected client information trough "OnActorJoin" and then he creates him self with "join room" event...

    Using room properties updated by the master client and read by others (in OnMyRoomPropertiesChnage) looks much simpler and more reliable.

  • CROmartin BronzeBeardGames

    OnActorLeave is the event which fired when a player leaves. The master client should update slots in the room properties in this event. It makes sense also to use OnActorJoin for slots allocation.

    Allocating slots in OnStartOfLayout will fail if the client is not yet connected at this point.

    The client can't update anything in OnDisconnect because it's already disconnected.

  • Updated Photon plugin should work correctly with workers and modules:

    dashboard.photonengine.com/en-US/download/photon-construct2-sdk_v4-1-1-0.zip

  • BronzeBeardGames

    I looked at the error which browser produces when runs Construct 3 app with the plugin in Modules mode. The error seems rather cryptic to me. The documentation does not give any clues on plugins update. So right now, I do not know how to fix that.

  • Shareif BronzeBeardGames aminhanifm

    A quick temporary fix from construct.net/en/forum/construct-3/plugin-sdk-10/third-party-addon-changes-156802

    If you are using a third-party addon that is broken in modules mode, you can temporarily work around the problem by changing the Scripts type property (in the Advanced section of Project Properties) back to Classic.

  • Hi smart_fr,

    Why you think text field's wrong behaviour is related to Photon plugin?

    Does the text field work if you remove the plugin?

  • Hi smart_fr

    1. Yes, update the plugin archive and reimport it.

    2. Regard is as a bug.

    3. We will update the plugin in our downloads soon.

    Please let us know if the fix works for you.

  • Hi tatogame

    Please try to replace "external-script" with "inline-script" in plugin.js at the root of photon.c3addon archive. I don't know why but this works for me.

  • PabloDev

    hello, this add-on does not provide voice, what should i do so that players can speak during the game?

    Hi,

    Have you searched for voice add-on or asked in a relevant forum thread?

    Photon provides voice support but only for Unity (C#).

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  • 13spongg13

    The problem currently is, that due to delay or ping issues, it often happens that you hit your enemy on your screen, but it won't hit the enemy on his version.

    Don't run hit detection logic twice. Instead, notify other client if the target is hit.

  • kingpirux

    Please answer my questions when you have time.

  • savvito123

    I was looking for an answer but Im close to find the answer by rotating the layers.

    Yes, the objects positions on the table are the same on all clients. But each client can look at the board from a different angle.

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ThePhotons

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