Velojet's Recent Forum Activity

  • Plague:

    If you go the WebSockets way and use the socket.io implementation under Node.js, then there's free Nodester hosting (server- and client-side coding in JavaScript).

  • Kyatric

    Thanks for alerting us to that. As you say, it's highly oriented to Google services - an example is that in discussing the problem of latency in multiplayer games, he offers the solution of the Google Channel API rather than WebSockets. But maybe the Google Channel API is a wrapper for WebSockets - I must check this out further.

    However, the basic fact that Google is presenting this shows how important web gaming is becoming!

  • shinkan

    Previous discusssion of three.js here.

  • ... I think it's because the link for the game card is too long. How could I fix that ? ...

    You can use bit.ly to shorten links. That's how I manage to get a link to my platform tutorial into my signature. <img src="smileys/smiley2.gif" border="0" align="middle">

  • Seriously guys, don't be that focused on screening cheaters.

    The aim of this contest is to promote C2 and make it known by other communities ...

    Wise words. Let's keep in mind that this contest is primarily for the HBGames.org community. Maybe we should keep out of it to give them the best chance to see what Construct 2 can do, and so enlarge the Scirra user base <img src="smileys/smiley2.gif" border="0" align="middle" />

    Yann

    Love your new avatar!

  • Worthy winners all - and that includes the Scirra team that made this contest possible!

  • AJAX will be ok for your turn-based system, but for your real-time competing, the only way to go is WebSockets. Both the C2 plugins currently under development use the socket.io implementation of WebSockets.

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  • Plague

    Construct 2 doesn't currently offer the functionality you need. And as squiddster indicates, it's the server-side coding that's critical. The challenges/actions of your players have to be communicated by the server component of the game. Real time is certainly possible if you've got a capable server.

    There are multiplayer plugins currently under development to handle the client/Construct side of the game. You can read about them in other threads - Here's one thread that will give you more info.

  • In theory the game could be all coded in a plugin and interfaced to C2 to use the less events possible.

    Thst is a VERY good point. And even if a competitor didn't go down that particular path, there's so much functionality available in third-party plugins that allowing them is making it quite impossible to achieve a level playing field.

    So ... there really needs to be a restriction to the built-in plugins only. But how would you enforce that without, as Kyatric indicates, checking the capx?

  • What are the limitations of the free ed? I seem to recall that you're restricted to 100 events - if that's the case, no need to go messing around with moving the license file; you simply have to be able to count. Any other limitations?

    And what about contributed plugins? Any restrictions on using those (as in the Scirra Arcade)?

    Anyway, muchas gracias for this new challenge, folks of HBGames!

  • I swear there was a topic for this just the other day...

    Yes - here's the link.

  • Wyatt

    A pretty similar question to yours was asked by another Constructor just a week ago. Here's the link. It could be more useful to continue the discussion in that thread.

    You're right to wonder about security - it's a really big issue in this sort of server application and is a much bigger topic than can usefully be covered here.

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Velojet

Member since 22 Nov, 2011

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