ThePhotons's Recent Forum Activity

  • I have ported the Photon Plugin into the C3 Runtime. Feel free to use it.

    Thanks

    The addon failed to start until I replaced all 'C3.Behaviors.Photon's with 'C3.Plugins.Photon'. Not sure why it worked for you.

    C2 and C3 runtimes are still different. E.g. I can't run my unit tests directly in editor because they rely on AJAX 'Request URL' method which requests project files fine in c2 runtime but throws CORS error in c3.

  • DenniTerpstra

    I'm having trouble reconnecting players to the same multiplayer game. According Photon docs there is a rejoin and reconnect available but using the Contruct 2 Photon plugin these options are not available.

    ...

    I tried several ways to achieve a reconnect and rejoin same game but no success this far. Maybe someone knows the trick? Or someone can use it as a plugin improvement.

    Rejoin process simplified in latest plugin update. You do not need to pass token (current actorNr) in join room operation, just set 'rejoin' option. Rejoin should work if client leaves the room with 'suspend room' operation or gets disconnected.

    It's important to set reasonable 'suspended player live time' (and 'room live time' if you want to rejoin empty room) before room creation. Server defaults are 0 as far as I can see. So rejoin would not work w/o setting at least player live time.

    Please check log for any errors or warning. This can help find out why rejoin does not work.

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  • Hello, please, could you help me with these questions?:

    Hi

    1- How do I choose the region of the photon server I want to connect to?

    Set "Region" option in Photon object properties or call "Set region" action if you need to change region in runtime.

    2 - Does Photon do this automatically and connect to the most convenient region ?.

    No, best region selection is not supported currently in Photon js sdk and construct plugins

    3 - When I use "Connect to the name server", am I connecting to a master server or a name server?

    Client connects to name server first, then automatically to master server of region you specified.

    I'm confused with this, what condition should I use to know if I'm connected to the photon server ?:

    Is connected to master server

    OR

    Is connected to name server

    It seems that neither works, even though I am connected to the server.

    Although I am connected in a room, these conditions are always true and the text is written.

    Then, how do I check if I am connected to the photon server?

    What exactly you need to know? You are connected to a server (name, master or game) while one of "Is connected to Nameserver", "Is connected to Master server", "Is connected to a lobby", "Is joined to a room" conditions is true. You may find more convenient to handle "On" events like "On join room".

    "On state change event" is useful for client state tracing.

    -------------------------------

    Final note.

    I received this error:

    When I added this condition:

    Can I give you some information to solve this?

    You use "Is connected to a lobby" as an event but it's simple condition which called on each frame. Use "On join lobby" event instead. See samples bundled with plugins for details.

  • kingpirux Photon SDK package contains both Construct 2 and Construct 3 plugin versions.

  • Hello guys, I have a problem... When I go to the photon website to download te Construct 2 Plugin, I can't find the download.

    There is only the Doc and the API doc section. ThePhotons Can you help me?

    Hi,

    Download is fixed.

    Sorry for inconvenience.

  • Hi, for 3/5 days it's been hard for me to connect to the main photon server.

    Are they doing maintenance or something like that ?.

    Previously I connected without problems, now I must refresh the page (reset preview in chrome) to try to connect.

    What I want to say is that there is some problem with the connection to the photon server.

    We had an outage on Tuesday (EU) and a short one yesterday (also EU) but currently everything works fine.

    You can check current status and history at https://www.photonengine.com/status and status updates at https://twitter.com/exitgames

  • If I'm not mistaken how I understand it right now, the only possible way to get interest groups working is by

    using (construct) events to loop through a list of ID's (regions) that are in the interest area of the player

    and use the Raise event action to send data for each ID (region) individually,

    this would render the Change groups action useless though.

    "Change groups" subscribes client to and unsubscribes from events sent to specified groups. Client can listen to multiple groups. But event can be sent to single group only. So technically, to send to multiple groups, you need to create new group containing clients from all groups you want to send to (subscribe all these client to this supergroup). I'm not sure that this is realistic solution, especially considering number of groups limited to 255.

    Note that mmo concept you mentioned is implemented with server support and does not rely on groups.

  • Hi, what is the best way to make an event happen in both players at the same time?

    My game is 1 vs 1.

    Is the most precise way to send the event from the server simply ?.

    "Raise event" action has 'Receivers' parameter which set to 'Others' by default meaning that client sends event to all clients in a room except itself. To send event to itself also, change this parameter to 'All'.

  • The problem is that the player who is not a teacher / server also performed those actions at the beginning, when he entered the room.

    Neither photon.MyActorNr nor photon.MasterActorNr is defined while client is not joined to a room. So behavior of code using these variables is not defined also. Simply do not use them while not in a room (add Photon 'Is joined to a room' check to your condition)

  • I believe that the client should never execute this action, only the master / server can execute it but in my program the client also executes it at the beginning (when it connects) during some frames, then it does not execute it anymore.

    Why does this happen?

    There is always single client in a room which marked as master. This may be useful when you choose running game logic on 1 client only and update other clients with game state from this client. In this case master client acts as a "server" while being regular client. Note that when current master leaves, another client from currently joined assigned as a master.

    Please don't confuse master client with master server which is a part of Photon Cloud infrastructure.

  • Can photon help me with a multiplayer game that's not real time?

    Hi,

    Take a look at Photon Turnbased solution https://doc.photonengine.com/en-us/real ... -turnbased

    It allows to save state between game sessions.

    For not Construct specific requests please contact support email developer(at)photonengine.com

    You may also find Photon forum useful http://forum.photonengine.com/

  • ThePhotons

    When I export to Android (via Construct 3) and have minify script set to ON - I get black screen when trying to run it on my Android device.

    I noticed earlier in this thread some users were experiencing this issue. Has this not been resolved?

    Do you have something useful in logs? I can try to export for Android maybe next week.

    EDIT:

    Minified export in C3 fixed. Please find updated SDK at Photon SDKs download page.

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ThePhotons

Member since 13 Feb, 2015

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