Reflextions's Recent Forum Activity

  • The array doesn't really play into the player count, I just set it at 4 because I was testing Photon for a game with a maximum # of 4 players. You should be able to increase it to any arbitrary number without having to make any other changes to support more players. With how it works now, if Photon finds room but they're all maxed out at 4 players, it creates a new room. If you increase the player count per room, it'll allow more players to join any available rooms before creating a new one.

    As for DB/user accounts, I'll just be using Steam, which solves that issue. Otherwise you'll also need to do some server-side scripting to interface with the DB/custom user accounts.

    Steam would work for usernames, though I haven't really see a game use it to keep track of in game data, (levels, items, etc). If we still had clay.io that would likely work, but as far as I know we don't really have a replacement for that. The problem with steam for me is if I want cross platform games, I can't use a steam DB on iphone.

  • You don't need to send the X/Y position every tick, that's super-inefficient, especially when using the Platformer object. Send when you start/stop pressing keys instead. The example tutorial is the completely wrong way to do it. Let each local machine control all of the player Platformer objects, but set up player input to only directly control the player object assigned to the local machine. When the local player object receives input, send it as Photon events so other players receives each player input event and trigger them on the local machines. Think of it as client-side prediction: the player objects just receive start/stop information and occasionally send and receive position events when specific things happen (start moving, stop moving, jumping, falling, etc.). It's a lot less data to send as well so should be less affected by connection speed.

    I'd planned on cleaning this up a bit before distributing it, and I probably will at some point, but if none of what I said above makes sense then check this out. It shows what I'm trying to explain above. https://dl.dropboxusercontent.com/u/14245368/C2/Examples/Photon_Multiplayer.capx

    Thanks for the help! I had tried sending it less frequently and lerping to compensate, but still had the floating issue and this is a lot better.

    Out of curiosity, is there any specific reason you set the max players at 4? I'm guessing to not overfill the array, but you could expand that. Or does C2 send the full array if values are not used, and bandwidth is wasted?

    Another topic, the next logical step for multiplayer games is to have a server database / user accounts. As far as I can tell this isn't do-able with photon. Theoretically you could do this with sql databases, but I'm not sure how secure that would be? What do you all think is the best option for this?

  • Set up Photon to send an event update when the following events occur:

    - Player starts moving

    - Player jumps

    - Player starts falling

    - Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)

    Syncing those events should fix the issue.

    Unfortunately , that didn't seem to work either. I've tried across multiple devices and browsers.

    Here is my .capx, taken from the tutorial for simplicity sake.

    https://dl.dropboxusercontent.com/u/44188718/Temp/MultiPhotonTutorial.capx

    You'll have to put in your own AppID for Photon.

  • > Anyone sucessuflly using platform objects with photon? I've tried, but all the players except the one the player controls are floating a bit off the ground.

    >

    I don't have any problems with that.

    Can you send an example or a screenshot of your system ?

    Sure, using your vanilla photon tutorial I have the issue. Here is a screenshot from each players perspective.

  • Anyone sucessuflly using platform objects with photon? I've tried, but all the players except the one the player controls are floating a bit off the ground.

  • This is a follow up to this thread: https://www.scirra.com/forum/viewtopic.php?f=146&t=118702&p=1042649#p1042649

    According to this site, edge is mostly ready for WebRTC http://iswebrtcreadyyet.com/ unless construct 2 mp plugin relies on one of the red areas. I get the "not supported on this device" on microsoft edge. So using mp in windows applications is not possible right now.

    My question is, is this because the plugin outdated, or are we still waiting on MS to incorporate more support, and what specifically is edge missing that we need?

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  • Bump. Might need to create a new thread because the [Solved].

  • Necroing this thread to see what the state of support is. It looks like edge is mostly ready for WebRTC http://iswebrtcreadyyet.com/ unless we need datachannels. But I get the "not supported on this device" on microsoft edge. So using mp in windows applications is not possible right now sadly.

    Is the plugin outdated, or are we still waiting on MS to incorporate more support?

  • Is this plugin still working. I just signed up for Flurry Analytics and I'd like to test it.

    jogosgratispro Did the plugin work for you? I'd like to know before I spend a few hours adding interfaces for it if it's not working correctly anymore. Otherwise, did you find a good alternative?

  • armaldio

    Please keep me up to date if you do! Do you have an estimated time frame?

    TheRealDannyyy

    Sorry when I said "hack" I didn't mean it in the illegal sort but more off that we might be forced to cobble together a plugin or some other solution since we aren't given one up front.

  • I tried myself and I figured out it's kinda C2 that is made like this. Basically you can do it but you have to refresh the layout to "apply" the effect.

    Maybe I miss something.

    That shouldn't be too much of an issue for me, as I could detect the device during loading and refresh. This is just the layout and not the actual web page right? Would you be able to disclose your method?

  • Sorry to say the following but this will also end up dead like the two previous requests for this.

    HERE is my request if you're interested...

    I have several friends that know JS quiet well that tried to "break" into the engines code and

    make it possible for us to do this with a plugin or whatever.

    Most of them failed or got weird results, either Ashley doesn't want this feature because it causes issues with

    certain parts of the engine or browsers cause problems so that Ashley is not able to implement that currently.

    These are all speculations though because no one seems to care about this feature that much to provide us with more information.

    I figured it would be something like this. It's really unfortunate because it's somewhat of a standard feature, and can be important for professional developers. How close where your friends able to get? I wish we didn't have to hack a solution but if one is possible I would be willing to pay for it.

    I'm also not sure that it is a technical issue because people can do this in game maker just fine. I'll forward a feature request, but this really is not good for construct 2. It's ridiculous to have a game scale up so much on huge monitors, and I really need a way to prevent this.

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Reflextions

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