ThePhotons's Recent Forum Activity

  • NW.js

    I can google it myself. But this does not answer how construct 2, photon plugin and NW.js bundled in app and how they could interfere.

  • Sorry i bad know English, so I can't understand where download plugin, and how to install it.

    Can you help me please?

    Please find plugin download link in first lines of very first post of this thread.

    Installation is the same as for any other construct 2 plugin. Refer to construct 2 documentation.

  • DrGurka

    First error means that client is not connected to the server when tries to send CreateGame operation.

    So Photon works for you if used alone in construct 2 application but fails after you add another plugin?

    What does "with NW.js" mean?

  • Pretty much this. I always test out new features with beta builds. Now I manage to open my project, but I have to now click "Retry" when the error message pops up to continue in my project.

    Please test if updated plugin works for you in editor beta version

  • ThePhotons

    The id of expressions should not be duplicated (now they all are 0). It might rise errors while using this plugin in beta version.

    Thanks rexrainbow.

    You already pointed me on expression id issue couple of month ago but I was not aware how that can break projects in future editor versions.

    Now expression ids fixed and package updated. Tested with editor v 206

    [quote:m86qgnba]

    BTW, scirra would not response bug reports of 3rd plugin.

    Sure. Initial issue report was so vague that it was not clear who is responsible.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Can't even open C2 to continue my project and I wish to use Proton. I can't revert back to older version otherwise I won't be able to open my project.. So please fix your plugin..

    What made you switch to beta version? Did you reported the issue to Construct 2 developers?

    What errors do you have exactly?

  • Would this plugin work with an platform shooter or is this just for turn based and etc?

    If a platform shooter would work could someone give some brief knowledge on how it would work?

    In theory Photon allows to implement any type of game. But consider higher latency for websockets compared to other platform's udp.

    Check Photon showcase for web: https://www.exitgames.com/en/Turnbased/ ... s-allTypes

    Also keep in mind that Photon plugin does not have full Photon features. But basics should be enough for most cases.

    Working with Construct 2 sometimes looks more tricky for me than plain js sdk usage. But if this is tool of your choice than you just need to sync data over network as shown in pool demo.

  • The latest stable r206 works for me. So there is nothing to worry about for the time being.

  • We do not plan any new demos anytime soon. Existing demos roughly cover basic Photon functionality exposed in plugin.

    Chat api included in PUN is not available in current plugin version (but js sdk has it). You can implement chat using event exchange feature.

  • I've got the examples and works perfectly on IE and Firefox but on chrome i've got timeout errors

    Have you tried it again? May be bad luck and server was temporary down?

    It works for me on all browsers. Do other websocket apps work in your chrome?

  • The approach you mentioned. As I understand... If i fire a bullet, It won't actually fire until the server recieved the message and sent it back to me?

    That may work if lags are approx. the same for all clients. I did not mean exactly this approach, but rather way to calculate lag time which can be used for compensation.

    Yes, you should try to send as few as possible position updates and use interpolation. In extreme case like bullets, you need only one message with initial position and velocity which are enough to reproduce same trajectory on all clients.

  • Never mind. I got it working. Works great! Another question though. Is there any good way dealing with lag compensation?

    Neither plugin nor Photon js SDK have special features for lag compensation (but some other Photon SDKs do have built-in ping measurement and server time updates).

    You may try to implement lag measurement by yourself sending event to "All" receivers (such event goes to sender as well) and calculate round trip time in event receive handler. Note that every event goes to the server first and then broadcasted by server to all destinations.

ThePhotons's avatar

ThePhotons

Member since 13 Feb, 2015

Twitter
ThePhotons has 7 followers

Connect with ThePhotons