jayderyu's Recent Forum Activity

  • Just made an update.

    * improved player room count(not entirely fixed)

    * added the french 'qz' keys for WASD

    * characters move a little faster

    * bullets move a little faster

    * reduncacy check to avoid player duplication

    * plugin updates

    * Health update more often

    * info on the current number of players in the match

    for those unable to connect in Chrome. I managed to get it to work, but I had to wile almost all my cache data. If there is no connection. Then that is likely due to the game running under an old c2Runtime.js :(

  • ebrar

    hmm. Well I can see why you would get a lot of teleporting :P. Istanbul, that's a long trip for data package for real time game play :)

    I can't however, figure why you had two you could control.

    StartPage

    Click to join

    on joined store local player id

    change layout

    on start of arena layout

    create player

    player.id = local player id

    repeat loop for each player already in room

    --create player

    --player.id = players already in room

    hmm, I think what might have happened. Was that due to latency. Your client recieved the roomlist BEFORE 'create room players' started. So with the updated room list with you already in the list. It created your on start, and created another... eh. i'm not sure, but I think I can block it.

    However, this strikes me a game logic bug, and not a networking problem. Which is good :)

    edit: fixed for next update

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  • Actually I do, however it's a little(2 months) old. and has been commented a little on the hard side to control. It's been improved, but the current work isn't demo ready. lots of censors all over the place, and messaging texts.

    Draoust old demo

  • Thanks, i'm going to look over this capx today.

    yes, the zoom should move with the dragging tile. so on touch(if zoom is on) the screen zooms to the tile. Then upon dragging the tile. the scroll keeps with the tile.

  • Nope, one of my favourite drama games I ever played. Didn't even know I liked Drama games until I played Ace Attorney.

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  • awarmenhoven

    What your talking about is cluster based networking. yes that was my plan :D. there is interest of course. If you want to do it. Please go ahead. This would save Velotjet and me great time for some one else to handle it :)

    I was starting to do the PoC Here. But then I was faced with 2 problems.

    1. Photon doesn't have Channels or Routes. They only have from what I can tell are isolated lobbies. So i couldn't sit cluster server to be the game logic for mutliple rooms :(

    2. I would have needed to install Visual Studio Express. We all have our bias for coding langauges. I won't work with .NET unless I'm paid. I'm not being paid. I won't touch it. :D

    instead if no one set's up a C2 cluster network. I plan to use NodeJS Tycho or ActionHero. Which both can be configured for cluster networking :)

    My question is. Would people pay a descent amount of money on Kickstart for a team to get this going. Or pay an X amount for a plugin. I would love to quit my job :D

    LucasTorres

    Yes, You could do DDtank like game. However, that game looks like it will have a lot of server based code. So it's going to be a lot of work and at this moment. Your going to need to learn a programming language... unlsess of course some one get's a cluster network going :)

    I don't know. This wave of "is there online multiplayer" questions has a different feel to it.

  • Peret

    uuggg, your not the only one then. That's blowing my mind. Last night I had internet problem. So I rebooted the network. This gave my server a new IP. With a new IP I needed to update the game connection. I updated IP. Now here is the strange part. FF, Opera no problem. They get the new Ip address that was uploaded to the website. However, and this boggles me. Chrome is not. In fact I cleared various browsing data to empty the cache. Yet still on a fresh download the old IP address stuck in the code.

    I'm not sure why our 2 copies of Chrome are using old versions. Maybe there is a webserver setting I can check on. It's annoying me :(

    ebrar

    Two? that's a first, what's odd is that you were controlling them both. can you let me know your OS, hardware and location.

    As for the mini teleports. That's expected behaviour. That's caused by two factors.

    1. TCP/WS. TCP requires that the message is verified by the client and server. So the data is sent, recieved, then a confirmation is sent back before it's used. Then the data is ordered and used(if out of order) This increases overall lag. UDP(which is not standard yet) is a fire and forget. So TCP is naturally laggy.

    2. Well developed TCP games even in real time. use dead reckoning and client prediction. These allow for player correction that is invisible to other players(unless extreme lag). however, the test shooter is very brute force. If the game clients are out of 'sync' the game will do a brute force correction which will look like teleport. So this is as intended, but only because it's simple... and not a feature :P

    tyfricko

    I'm not sure what's going on here. My friend who lives in the same city had a similar 10 seconds problem. However his starts fine in first 10 seconds, but then has lag problems after that.

    Interesting enough. That's why the game starts entry players with 10 seconds of shields. So you can't be hit, and you can't hit back. The 10 second shield is only to compensate for entry syncing, memory sorting...

    lemo

    I understand you pain. I just added the referenced bindings(ZQ) to the project. I'm not sure when it will go live, but it's there.

    I ended up using WASD or left keyboard bindings because of manual key checking for state updates. Also I'm not sure I will add more weapons, but if I do I wanted quick access to the number keys.

    As for lag, well sounds like your in Europe. I consider 1 second lag to be amazing considering I'm in West Coast Canada :D. If only we had R-UDP :D. We could probably cut that in half or more :D

    Thanks for the positive comments for those that managed to play.

  • True Valhalla

    Appreciate the information. I was wondering about that. I need to find a team artist then :D

    love your blog by the way.

  • True Valhalla

    I have a question. Do you do your own art for licensed games or do they provide the art?

  • Main menu, I thought something catchy, quirky adventure ish could capture the mind. sorta like a earworm.

  • well. I'll try to have everything up and running. Even if I'm a sleep or getting my kids off to school.

    Thanks for the testing Wink :) I think I finally saw some jumping, but it was quick and didn't seem so bad. Considering there is no compensation.

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jayderyu

Member since 11 Apr, 2012

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