Phacanu's Recent Forum Activity

  • would it be possible for this shader to be added?

    https://www.shadertoy.com/view/llj3Dz

  • https://github.com/polpoy/colyseus-construct-plugin-example

    gives you the very basics on creating a multiplayer client and controlling it based on your specific ID and having the sprites position update over the network, It does not cover client side prediction tho

  • Apologies for the potentially very dumb question. It's done out of curiosity.

    I was working on a text based game and I was curious if there were plugins that support outside files/languages? And trying to figure out which would be best.

    For example, I know there is a way to support the excellent XML and CSV files.

    I was curious if there was a way to use Typescript(Javascript), Python, ect. Or if there are any other interesting languages.

    Any creative suggestions?

    Is it better to type everything in a single text document rather than fooling with creating a ton of events in native C2 visual editor?

    You can use JSON, Lua or Javascript to my knowledge, And I'd recommend large amounts of text be written outside of c2 events directly due to how easily that would get confusing to edit

  • Phaser is not a multiplayer game framework, It's just a pure javascript game framework that a few multiplayer games use, In the end, you will still have to write the multiplayer code be it, java,c++ native WebSockets or other high-level web socket compatible libraries.

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  • >

    > > For the record, if you're using Canvas+, we've not officially supported that since early 2015. It's kind of surprising if it still even works at all.

    > >

    > Would it be possible to add a toggle between using WebGL and WebGL 2?

    >

    I've not seen any evidence that is actually the problem. It could have been something else in r240.

    C2 has a very straightforward fallback to WebGL 1: if canvas.getContext("webgl2") returns null, try canvas.getContext("webgl"). So the only way WebGL 2 could have broken it is if they provide a broken WebGL 2 context. In which case, it's clearly a bug in their platform.

    ahh,alrighty

  • For the record, if you're using Canvas+, we've not officially supported that since early 2015. It's kind of surprising if it still even works at all.

    Would it be possible to add a toggle between using WebGL and WebGL 2?

  • Hi Phoenixbowman,

    Thanks for the reply. I am not sure my issue is the same as yours. You see I am completely new to exporting to iOS. I have never done it before. I am not sure if I am doing it correctly. You might be able to help me since you were able to get it to work before. Could you please check the steps below and tell me if I am doing the right thing?

    1- Export project to Cordova.

    1.1 Minify script (un-ticked)

    1.2 Use WKWebView (un-ticked)

    1.3 iOS, Windows Phone .m4a (ticked)

    2- After the export is done, edit c2runtime.js and set this.isWKWebView = false;

    3- Zip the project and drop into Cocoon.io.

    3.1 Set WebView engine to Canvas+

    3.2 Use an iOS signing key.

    4- Compile iOS build in Cocoon and download the .ipa file to a Mac.

    5- Upload the .ipa file to iTunes using App Loader.

    Is the above OK? Did I miss anything? Is Canvas+ in step 3.1 the correct choice?

    As for your issue, I was wondering if the issue was a Cocoon issue, would you be able to build with the previous version of Cocoon. I noticed that there was an option to build with a previous version there in the settings.

    Many thanks.

    apparently, cocoon stopped supporting web 2 so that kind of hurt all projects that are built in anything above v 239

  • jance04054h

    Try to downgrade you construct 2 version into v239 below

    jance040514h

    What version of construct 2 are u using? if v240+ then you'll gonna have black screen because cocoon no longer support webgl2

    https://forums.cocoon.io/t/splash-screen-issues/5428

    That's what they're saying. Unless Scirra does its own compiler thing that leaves Phone gap. Because Intel XDX isn't doing it anymore and Cocoon io doesn't support Construct 2 anymore.

    WEBGL 2 isnt the only thing that construct 2 uses, you can fall back to The canvas renderer, the only time you would be at a disadvantage is it you were actually using WebGL effects in your game

  • The thing is, WEBGL isn't the only form of rendering Construct 2 can do so IDK why the statement was even made

    [quote:33xpvu5x]Cocoon io doesn't support WebGL, out of the blue, just like that, then you're going to lose every single person who uses Construct 2, and that's a lot of developers. You're basically saying to people, you have to not be able to use all of Construct 2's features in order to use Cocoon io.

    From my perspective, tho this just seems like a big mess up, Cause the amount of actual positive support they show towards Construct 2, it would be strange for them to suddenly stop supporting WebGL to sabotage construct 2 games.

  • >

    > > That is, if in Construct 2 is a way to do a P2P game that can't depend on a server.

    > >

    > Yes, I understand what the signaling server is, In my case tho a server will be needed, I won't be using any strictly peer to peer systems as of right now.

    >

    Do you think in C2 is possible a truly P2P communication system that can't depend on a server?

    As it stands today most likely not even open sourced web RTC projects rely on a server

  • I have made a demo of a turn based strategy game - . I wish l make it multiplayer, but I don't know what way to choose. The multiplayer concept is the following: when players login they are devided in rooms according to their scores/rank, no more than 2-8 players per room. After the end of the Game, the results should be recorded in the database.

    What is the best multiplayer solution for this purpose, what software tools may be used for the server programming?

    What are the differences between Multiplayer plugin, Photon plugin, Node.js, WebSockets and etc?

    The multiplayer plugin uses WebRtc to achieve a sort of UDP like speed and is restricted to Peer to peer multiplayer.

    Photon plugin uses a client/server architecture and uses web sockets to achieve multiplayer, It's also a cloud service so you don't have to worry about monitoring servers, IF you do decide to host a server yourself it's expensive if you use any server providers due to the price of Windows VPS(The only thing photon runs on).

    Websockets plugin is just a wrapper for vanilla web soccket(https://www.scirra.com/manual/153/websocket)

    Nodejs is a c++ server that uses javascript as its scripting language(https://nodejs.org/en/)

    You could either use photon or a custom web sockets lib

  • -Moderator delete please,My router went out before i got the chance to post and it double posted and i don't have the ability to delete this post anymore for some reason-

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Phacanu

Member since 15 Mar, 2017

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