jayderyu's Recent Forum Activity

  • Wink

    aaahhh... I think the 100 players would kill my bandwidth :D Your right though. I would like to see performance at 4/8/16 players. It's not written to handle any specific number. So I'm sure problems will occur with only a handful.

    Once I finish my Ouya game I'll probably see if there is interest to taking local mp, to online Mp.

    I'm located in Vancouver, BC, Canada as is the server. Let me know where your located so I know the distance is involved.

    I'll be leaving the server up. But I can't garuntee how it will work through the night with sleep mode on. Also i'll be ending my client connection tonight. So the server might/probably be empty.

  • Thank you very much. Appreciate the comment.

    I wrote the plugin myself.

    No sound was added to the game at all. the game itself was a quick throw together

    Must reiterate. the aiming is wonky at the side :(

  • Hello, just been tinkering with some net coding stuff. It would be awesome if some fantastic forum developers could give the "game" a quick test. It's very rudimentary, most bugs are out and there was no bugs cropping up in the last dozen tests.

    If any bugs alert windows popup let me know. Not sure if i'll bug fix anytime soon; as it's already taken 3 days away from my primary game.

    <font size="5">Multiplayer test shooter</font>

    Important

    * Tested on Chrome, FF, Opera. May not work with IE

    * Click "Join Game". DON'T CLICK ON IT MORE THAN ONCE. BE PATIENT. There is a 3 second delay after connecting to the server to validate the arena room has been joined. Should take apx 4 to 10 seconds to join the game. Clicking on Join Game more than once, will just break it. Might fix later :P

    * You will Enter the match with 10 seconds of shields. Your shield will block your own shots.

    * Controls are WASD

    * Shoot with left clickwdsss

    * 10 health

    * get disconnected when 0 health

    * Mouse Aiming is funny when at the arena borders(fix is low priority)

    * no dead reckoning,

    * no client prediction

    * websocket, not UDP. So there is a delay. Attempted to balance shooting a little

    * will leave the server up, but my computer sleep modes at night.

    * timeout after 3000 seconds

    * No idea if it works outside my network

    * the server I'm running IP might change. tonight, tomorrow, next month

    * 100 player limit.... I garuntee the game won't run well. I have no idea if it will run well with 1 player over the internet :D

  • Bump after 2 days, I have found no solution. If anyone can take a look I would appreciate it. Also the current zoom magnifier is the number in the bottom right corner(1,25,50.. in percentages).

    I can't seem to figure this out. Zoom keeps on scrolling to the upper left corner. :(

  • Why would you want the joystick to move when the character does?

    Wouldn't you want the Character TO MOVE when TOUCH-ing the joystick?

    oh, ps. We indeed DO NOT HAVE a tutorial with 33+ thousand views

    This is not one of the most popular tutorial

    <img src="smileys/smiley17.gif" border="0" align="middle"> <img src="smileys/smiley17.gif" border="0" align="middle"> <img src="smileys/smiley17.gif" border="0" align="middle"> <img src="smileys/smiley17.gif" border="0" align="middle"> <img src="smileys/smiley17.gif" border="0" align="middle"> <img src="smileys/smiley17.gif" border="0" align="middle">

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  • LucasTorres

    Please provide more details. Local MP, Online MP, Turn based, realtime, reasonable time. What kind of multiplayer. The method and solutions can vary depending on what your looking for.

    For all them, the answer is yes, but the amount of work will vary greatly.

  • JoyfulDreamer

    Do you have any quirky adventure'ish music. Similar to Angry birds style.

  • Kirosaki

    Free sprites and backgrounds are always appreciated. Your works will be very helpful :)

  • philx bit of an old thread :P I think this was back when using the Drag and Drop behaviour was required. So going over this.

    "The drag and drop feature follows where the object was grabbed."

    This would mean that when touching the object. The object will not center on where the touch occurred. So even increase the collision mask which is no different than effect of a different sized sprite. Will result in no control. Also with all of that. If you manually set the position of D&D object while dragging. The object will end up going screwy by constantly being re-rendered in two different locations on alternating ticks.

    Now of course this was 6 months ago. I'm not sure if the D&D behaviour has any kind of changes. Maybe there is now an option that will snap the D&D to the point of touch. Which would make your point of increasing the collision mask work.

    These days however Touch.touchID has been added and the use of D&D is not required. Since we are not using the D&D grab and drag where touching. We have the option to manually move the object without anything going screwy. So increase the collision mask will have perfectly fine results. There usually is no one solution. Just keep in mind that collision mask is the only part of the sprite that touch matters. Not the image of the sprite. So a larger collision is no different than a larger sprite. except for the size of the image :)

    I found as long as the trinity of Events are met. I haven't seen any problem with implementation, but I could be over looking something :)

    If your interested for how to do touch based joysticks there is a tutorial you can search for :)

    scirra.com/tutorials/398/touch-stick-controllers

  • Yes, As long as your the only one using the software. This get's asked occasionally :P

  • I wouldn't say you cant do what you want, but you will need to be a little more creative. This is for Photon, I couldn't find what you would want with the multiplayer one.

    A. Create a Webplayer sprite.

    B. This sprite is never actually part of game play. maybe it's a logo in the corner to represent the player face. Maybe it's off screen. Whatever, it's not actually going to be used as a game piece. Also make it global so it does not get reset between layouts.

    C. have a Dictionary Object called Message

    D. Set all your data values for transmission in your Message.

    E. Webplayer.SendTextMessage( Message.toJSON )

    on the recieving side

    Webplayer.OnReceivedMessage

    Message.importJSON( webplayersprite.photonclient.message )

    *** cough, reverse the import

    also a tip for you Message Dictionary. You Dictionary should have two parts of a structure.

    Always include this

    Action

    Player

    Room

    follow up with what ever information you need

    figure.owner

    figure.moveto xy

    figure.action

    or

    text for chat message....

    of course you will need to do all message handling yourself. No way to get around that.

    umm. as for Rooms. Well there looks to be room(join/leave), but I saw no actions to support it. So you will need to add that to your text message handling.

    .

    .

    .

    .

    .

    Alternatively and very hesitantly. I might part with my photonclient I was toying around with. I do mean toying, as it's not meant for release and never meant to be released.

    It already supports Join/Leave rooms, and is a plugin not a behaviour.

    Data is packed into a Variadic params that "Function" uses. and is accessed by PhotonClient.Param(#) similar to Function.Param(#).

    Based on Event Registration. So your action/command is already expressed with the message.

    • On 'GAME' Startup

    -- Client.RegisterEvent(#)

    -Client OnEvent

    -- Client.CompareEvent = #

    however, I'm not sure I'm ready to part with it. It's

    A. Not done

    B. prone to a lot of terrible code(in the js)

    C. prone to errors

    D. some Events/Actions are 'in', but do nothing

    E. possible complete upheavle leaving the high possiblity that you would need to wipe all your photonclient work and re-do it.

    F. Requires you to run your own server as it does not use PhotonCloud

    G. I may and likely will drop Photon in favour of NodeJS ActionHero or Tycho.

    H. I'm not likely to support it out side of a few basic questions.

    I. No work done on RoomLists. so there is no way manage room details.

    Your probably better of using Velotjet and working around it. While overall the MP is not ideal. It is workable, just a lot of work. I'm sure Velotjet will get the ultimate networking code running sooner or later. We have a lot of network faith in his efforts :)

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jayderyu

Member since 11 Apr, 2012

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