ThePhotons's Recent Forum Activity

  • Hi savvito123

    Is this question relevant to Photon plugin? If not, please post to appropriate forum.

  • lionfaI_RANI

    > Hi, please tell me, a game made with your free server

    > Will be deleted after a while

    > How can I not involve players more than once in one round??

    You can specify how long a room exists after the last player left it with "Set empty room live time" action.

    A player can rejoin the same room with the same player id if "Rejoin" option of "Join Room" action is chosen.

    "Set suspended live time" action sets the time during which the player can rejoin after leaving the room.

  • kingpirux

    I found out that the plugin in Construct3 works as charm but it is incompatible with the worker. If you deactivate worker it goes fine.

    What do you do exactly? What's in your logs? Can you provide a repro project, preferably modified demo from Photon plugin package.

  • savvito123

    Hello, how to move multiple same objects one by one? it seams that only one can pick and share the position.

    You need a parameter in Photon event, uniquely identifying an object. Having this parameter on receiving side, you can find the object and apply new values to it.

  • patolinopateta

    In case you want to create multiple rooms, specify different name for each room or pass empty string as a name to let the server automatically name the room with random GUID.

    If you want to join the same room, create it in first client and join it in others.

    The most convenient way to do so is using Join Room action with CreateIfNotExist option checked.

  • likel0vsky

    The room exists probably because another client is still connected. Look for such a client in browser tabs.

    To automatically join if a room exists, use JoinRoom action with CreateIfNotExists flag set.

  • PabloDev

    You don't need 2 PCs to test Photon plugin. Even 2 clients in 2 tabs of the same browser communicate via Photon servers, as if they were on different networks.

  • PabloDev

    Hello, a question, what is the best way to search for players around the world?

    Would I have to connect region by region and thus seek a game?

    Players connected to different regions can't join the same room or search each other in a lobby.

    Scanning regions is the only option for now.

    Will this plugin no longer receive feature updates?

    The plugin and Photon JS SDK are not actively developed at the moment. We mostly fixing bugs.

    For example, local game without adding code to the online game.

    I don't quite understand what you mean.

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  • kentoy

    Im using Construct2 and set photon to Self hosted, and set address to my server xxxx.com:5055

    5055 is UDP port by default. See doc.photonengine.com/en-us/realtime/current/connection-and-authentication/tcp-and-udp-port-numbers

    You need to conect to WebSocket (default 9090) or Secure WebSocket (default 19090) server endpoints. The latter also requires additional setup doc.photonengine.com/en-US/server/current/operations/websockets-ssl-setup

  • PabloDev

    No. Use Photon 'On Error' event instead.

    'On disconnect' and 'On state change' events also may be useful sometimes.

  • rk123

    I have a simple drag & drop game where I use photon to update the position of an item after drop. There are only 10 items in the layout and 2 players, however the connection always gets lost after being in the layout after some time. Is this the concession we have to make when using photon? In other words, is this something we have to live with? I can't imagine that being the case for 100$ a month.

    Another problem I got is when a room is made, other players have to join quickly, because after 1 or 2 minutes or so it becomes impossible to join the room.

    Do demos from the plugin package loose connection and can't join after 2 min. just like your app?

    What's in client logs? Maybe you send too much and the connection bandwidth is not enough?

    What error do you get when client fails to join the room? A room is automatically destroyed when last players leaves it.

  • PabloDev

    So will any connection attempt fail or will the plugin just keep looking for a game until another player leaves?

    That is, what should I show on the screen if this occurs?

    A - Should I not show anything and just continue with the message "looking for a game"? -> the plugin will keep looking for a game.

    B - Should I display a "server is full, please try again later" message? -> the plugin is automatically disconnected when the limit has been exceeded.

    The plugin does not retry to connect automatically. It only calls error callback. Of course you can implement automatic reconnection in the error handler.

    Since you can't distinguish "server full" from other errors, it does not make sense to notify user about that. More generic message like in A) may be more appropriate.

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ThePhotons

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