Velojet's Recent Forum Activity

  • ... the player who is acting host will send back actual data the other clients adapt to ...

    Doesn't that give the player host an unfair/unacceptable advantage? What happens in the situation I posed: what if two clients use their internal logic to come up with opposing outcomes (e.g. who has got to a waypoint first)? (Keeping in mind of course that the data from the player/client will necessarily have taken longer to get to the player/host.)

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  • If it's possible I'd rather see a plugin where the client side handles all of the game logic ...

    That would seem to impose severe limits on the complexity/fun of the game - what if two clients use their internal logic to come up with opposing outcomes (e.g. who has got to a waypoint first)? This is one reason why most serious multiplayer games need an authoritative server.

  • helto

    It'd be helpful if you could explain why you find yourself editing the index.html quite often.

    What edits are you making?

  • mikejezz

    Have a look at this topic.

    And do a Forum search for 'multiplayer' - you'll find lots more advice.

  • ... Given we have a community of people who are trying to avoid traditional programming, do you think that would still be useful at all? If you had to code a serverside? If so, we could still make some of the clientside plugins (like WebSocket) to provide official support for that. ...

    Ashley

    Those are excellent questions. It really is at odds with the (highly successful) philosophy/rationale of Construct 2 to ask the Scirra team to support what is necessarily traditional programming of a multiplayer game server. Best I think to leave it (as now) to enthusiasts to provide third-party socket plugins for the traditional server-side programmers amongst us to experiment with. (And as Kyatric says, it looks as though WebRTC is going to make those socket plugins redundant anyway.)

  • ... I'm wondering this: as I understand sockets are mostly meant for real-time communication, in case of turn-based games are they the best solution? ...t's true that sockets are the best current technology for RTC and that AJAX can be used effectively for turn-based games.

    However, as David Walsh says in a useful introduction to the WebSocket API and Socket.IO, "AJAX technologies require a request to be made by the client, whereas WebSocket servers and clients can push each other messages. XHR is also limited by domain; the WebSocket API allows cross-domain messaging with no fuss. AJAX technology was a clever usage of a feature not designed to be used the way it is today."

  • ... This will take care of the communication part, but will remove the authoritative server (or need for the client to check for the values of the opponent's client). ...

    Maybe I'm missing something here, but I can't see how WebRTC "will remove the authoritative server". Doesn't it just remove the need for WebSockets (and/or AJAX)? Isn't there still a need for an authoritative server to mediate/manage game state/logic (not to mention cheating)?

  • I suggest enabling bbcode for signatures, or at least converting urls to hyperlinks. this would be very helpful to promote our sites and remove the need for copy/paste for users in order to visit a site from signature.

    You can use BBCodes for URLs in signatures - see mine <img src="smileys/smiley1.gif" border="0" align="middle" />

  • ... I browsed a bit and found that AJAX plugin can do POSTs, would this be the preferred delivery method or is there something more fitting that I've missed? ...

    Socket.io. Do a Forum search for 'multiplayer' and you'll turn up a number of threads and at least two implementations of a socket.io plugin.

  • a Construct Multiplayer Plugin using Pubnub.com

    Watch a demo game at : vimeo.com/38425656

    Not a multiplayer plugin or a multiplayer demo, I'm afraid. The demo is just of remote control of a sprite and the plugin simply allows client<->client communication. Real multiplayer online gaming requires interaction with an authoritative server to securely manage the game state/logic.

  • Please check this link:

    https://github.com/pubnub/pubnub-api/tree/master/construct2

    dewanto

    What is it? Please explain.

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Velojet

Member since 22 Nov, 2011

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