kmsravindra's Recent Forum Activity

  • I am available to work for money if anyone is interested...You can see the links about my portfolio/apps in the previous messages and the projects feedback from the clients...I have picked up experience on multiplayer as well....Anyone interested can PM me or mail me at .

  • Thanks looking forward for the updated versions.

  • Sure. You are welcome...

  • Hey

    1. In game events - event # 10, there is a oversight - You are trying to create objects in layer "Main"? It should be layer 1...The rocks got created

    2. I lobby events, I noticed a redundant event - In Lobby common group event #66 you have Go to layout Game and then again in Lobby Host - Event #42 you have Got to layout Game...Instead have the event in peer group and host group...remove the common event.

    Hope this helps

  • farflamex, Were you successful in getting this work?

  • Thanks Ashley for a comprehensive answer.

  • Thanks GenkiGenga, its the firewall issue! I had recently installed an anti-virus and it has played a spoiled-sport...

    Sorry for any inconvenience caused for this false alarm. However this brings up another issue - if any of the end users were using an antivirus / firewall, shouldn't the error message in our game notify them to unblock the same? Otherwise the end users might think its an issue with the game...Does that make sense?

  • Its somehow not working at my end today morning...As soon as I login, it says -

    Connecting to server...

    Disconnected from signalling server

    Not sure if its getting blocked somewhere...Any way to see what exactly is the issue?

  • Is there any issue with the signalling server currently? It gets disconnected as soon as the login happens.

    Ashley - As you mentioned sometime back in the forums, it would be very helpful if there is a server status page published.

  • Thanks was able to make it work using "system wait signal action" !! So your reasoning is ofcourse correct...However this was a very convoluted approach....Not sure if this is the only way to approach this issue but I sincerely believe Ashley finds a better MP plugin-built-in technique to circumvent this issue...

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  • DuckfaceNinja, Thanks a lot for the wishes and for the inputs..."wait for signal" looks promising to give it a try...Will do that and post here if it worked...

    I am already using container objects...Also I was able to get most of it working as desired except for this peerid mixup that is happening on the sprites that get created on the peer side

    But I thought sync object should always trigger whenever oncreated event happens and accordingly updating multiplayer.peerid with whoever created it...strangely it only works for the very first instance and not for others!!

  • Ashley, I did look at real-time game example...Even in real-time game, there is only a single instance creation of a sprite called "Peer". But my question is even there are only 2 players or "n" number of players, I want to create multiple instances of sprites for each Peer...And I want to associate all instances of sprites created by a particular peer to that peerid....In such case, inside the peer group if I have an event like - on-created sprite event - set Paddle.peerid to multiplayer.peerid action sets the peerid only for the first instance of the sprite...The peerid for all other instances is blank using this approach...somehow sync object is not syncing for the remaining instances of peer sprites ...Hope I am clear..

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kmsravindra

Member since 29 Dec, 2012

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