Savvy001's Recent Forum Activity

  • Try it http://www.iamronny.com/Apps/TinyWarGame/index.html

    Hi

    First of all thank you for taking a look at or trying out my game.

    This is a slowly coming into something project.

    (Doesn't even have a name yet)

    It might take months to complete it.

    Probably years.

    Give it a spin.

    See what you like or not so like.

    It uses the photoncloud multiplayer service for the connection between players.

    So i cant really say if the gameplay speeds will always be that good.

    This version (Lets call it V.1) has team based gameplay.

    The host can start Domination, where both teams need to conquer the center pyramid.

    Or you dont start Domination and then its a everlasting team based free for all.

    For weapons you need cash.

    And for cash you need to kill eachother.

    Kill coins spawn so collect it and go get your new ammo.

    The game knows which guns you used to kill the other player, and killcoins are based on that.

    Its simple really.

    Weapons are bought at the stores which you find on the outside of the shooting area, and also 2 inside.

    When outside the game walls, you have infinite ammo, so you can test your guns all you want.

    Controls: WASD & E for the store.

    Mouse for aiming and L-Mouse Button to shoot.

    Further updates will be over at http://iamronny.com/multiplayer/

    Your friendly neighbourhood gamedev

  • ThePhotons

    Quote: which values do you expect?

    Well i asked for a explanation on the difference between the MP Plugin and the Photon plugin.

    Which you explained.

    From the start i have been very happy with the results of the photon plugin in my game.

    Its results far exceed the official mp

    plugin.

    I have used that in multiple tests and it always had more latency.

    Thanks for helping out.

    Oh and there is one more thing i would like to ask.

    The pricing explanation on the photon site does not make many sense.

    What i would like to know in simplicity is how many players can simultaniously play my game with each plan?

    On the site there is so much info given, which i guess for server tech's is common knowledge.

    Which i am not.

    A rough estimate of how much simultanious players per plan would be enough.

    Than i know what i need to focus on during alpha/beta/release.

  • So have you checked it?

  • X3M

    Just played Demo 3

    This i going to be so awesome!

  • I will take a look at it after work tonight.

  • Ah thats should be simple.

    Make a variable, call it "allsounds".

    Then add to each event where you play a sound other than loop.

    On play: set variable to 1.

    Else: set variable to 0.

    Put the play "loop" event all the way at the bottom of the event sheet.

    Let it check: If variable allsounds = 1

    Set volume to low.

    If variable allsounds = 0

    Set volume to high.

    Because the event sheet works from top to bottom you can do it this way.

    All sounds are checked playing and if they dont play.

    Then for each sound the "Else" event is triggered.

    So it will be set to either 1 or 0.

    Reaching the bottom of your event list then it checks if that variable is 0 or 1.

    I hope i explained it simple.

  • You want to know which audio files are playing.. correct?

    So when adding a "play audio" event you can set a tag for that specific audio file.

    Then you can find out if that audio tag is playing using the condition: audio "tag" is playing.

    Imagine using 1 tag for all audio files.

    Than you can access all these audio files using that specific tag.

    Set their volume.

    Make stop playing.

    Setting effects etc.

    Example.

    2 audio files playing use tag "gunshot".

    1 audio file playing uses tag "bomb".

    You can check audio: is "gunshot" playing-->set playback rate to 1.2

    Etc.

    Does this answer your question?

  • Taken from the manual: https://www.scirra.com/manual/109/audio

    Audio tags

    Some actions affect audio parameters such as the volume for sounds which are already playing. However there can often be many sounds playing at once in a game. In order to identify which sounds you want to affect, sounds are played with an associated tag. This is any string that identifies the sound. For example, the player's weapon sound effect could be played with the tag "PlayerWeapon" and an enemy's weapon with the tag "EnemyWeapon". Then, the tag can be used in the Set Volume action to specify which sound to set the volume for. Tags are case insensitive.

    Multiple sounds can also play at once using the same tag. In this case actions like Set Volume affect all the sounds playing with that tag.

    A tag which is an empty string ("") has a special meaning: it refers only to the last sound played with the Play action. This is convenient for playing a sound and immediately setting its volume and other parameters

    AUDIO CONDITION:

    Is tag playing

    True if any audio with a given tag is currently playing.

  • ThePhotons

    Can you explain what those obvious reasons are?

    Because the official multiplayer object from scirra does support UDP.

    (As taken from the manual) https://www.scirra.com/manual/174/multiplayer

    The Multiplayer object supports a number of features to enable low-latency gameplay over the Internet:

    UDP-based transmission for minimal latency avoiding head-of-line blocking, with optional reliable modes

    NAT traversal to connect through common router/network setups

    Compensation for poor quality connections with high latency, packet delay variation (PDV), and packet loss

    Maybe i do not understand correctly, but if the official C2 MP object can do it, then why not the Photon Multiplayer plugin.

    If we can get more speed with this UDP method, we would love to see it implemented.

    Photon is the way to go.

  • mudmask

    I dont know.

    Good question for ThePhotons

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  • mudmask

    Lerp will do the trick just make it lerp fast enough but still smooth.

    Animations depends.

    If a player shoots you already have that event raised.

    So on receiving that event you can set the animation.

    For the players movement animations just add that info to the data you are sending when raising the event of player x & y

    Then you can set it that way uppon receiving.

Savvy001's avatar

Savvy001

Member since 22 Jan, 2012

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