Phacanu's Recent Forum Activity

  • 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.

  • >

    > > Is possible to create a multiplayer in C2 that isn't ping-server needed?

    > >

    > What do you mean by ping server?

    >

    Signaling server*

    Sorry for the mistake.

    No this is completely independent of the signaling server, It's built using a pure node backend

  • Is possible to create a multiplayer in C2 that isn't ping-server needed?

    What do you mean by ping server?

  • > hey RetroSpock i myself am looking at multiplayer options and photon is a bit expensive for me as well. Thank you for this post and lennaert for his suggestion <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> However, if you do get out for when a host leaves and a peer is switched to a host please share <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    I'm glad it's not just me that things Photon is a bit pricey for what you get!

    Let me know how you get on <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://github.com/polpoy/colyseus-construct-plugin exists, it's the client for http://gamestd.io/colyseus/ (Open sourced) and free to use, Colyseus can hold up to 200 concurrent users in its current state and it's about to get a major update that will allow for more scaling

    https://www.evennode.com/ 6$ a month for 3 nodejs servers

  • Adding a new object that uses the particle rendering method is a classic micro-optimisation. As I described before it makes a difference on the order of a few hundred nanoseconds per object. I honestly doubt many real-world games would be meaningfully faster with the particles rendering method. Meanwhile it complicates the engine, since you more or less end up with two kinds of sprites, which confuses beginners ("which should I use and why?"), and it means more time to develop and maintain, when we have far more compelling things to be working on. Wouldn't you prefer us to do advanced text features or a built-in canvas plugin or other more useful things like that? We're a small team and we can't do everything. These are the things that would fall by the wayside if we chased benchmark results.

    This is how benchmarks can actually have harmful consequences if you slavishly follow maximum performance at the expense of everything else.

    Would it be possible for users to commission updates for Construct 2, Would it be possible to pay 1,000$ or so towards a new native feature?

  • >

    > > Hi!

    > >

    > > This tutorial is pretty good and teaches you everything about multiplayer

    > >

    > > https://www.scirra.com/tutorials/892/mu ... 1-concepts

    > >

    >

    > That tutorial is horrible since it only teaches you how to use scirras multiplayer plugin and all it is is a webRtc interface aka Peer to peer only, No client /server architecture that a good portion of todays multiplayer games use because peer to peer is horrible

    >

    A server for 2 cubes rolling on a page?

    Yes,a server for 2 cubes rolling on a page,Agar.io is a bunch of circles moving around a map

  • *scraped*

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  • From what I can take from these tests it's that construct 2s rendering backend is about 10xs more stable than pixi js and unity.Construct 2 has a more stable decline in fps as more bunnies appear on screen compared to unity and pixijs that seem to jump a bit

    Construct 2 (30 fps)

    Unity(wonky 30 fps)

    15,801 bunnies

    I stopped at this level cause unity was dipping down into the 20s and spiking up into the 50s

    Pixijs(30fps)

  • Computer Specs

    Pixi

    51-60 fps averaged out at 55

    Construct 2

    stable decline to 54

    8960 bunnys

    Unity

    9051 bunnys

    Unstable fps randomly jumping from 54-65

    Godot

    4670 bunnys

    31 fps

  • > Hi!

    >

    > This tutorial is pretty good and teaches you everything about multiplayer

    >

    > https://www.scirra.com/tutorials/892/mu ... 1-concepts

    >

    That tutorial is horrible since it only teaches you how to use scirras multiplayer plugin and all it is is a webRtc interface aka Peer to peer only, No client /server architecture that a good portion of todays multiplayer games use because peer to peer is horrible

    Check out the photon server plugin/demo,it's pretty straight forward and uses a client/server architecture

  • Hi!

    This tutorial is pretty good and teaches you everything about multiplayer

    https://www.scirra.com/tutorials/892/mu ... 1-concepts

    That tutorial is horrible since it only teaches you how to use scirras multiplayer plugin and all it is is a webRtc interface aka Peer to peer only, No client /server architecture that a good portion of todays multiplayer games use because peer to peer is horrible

  • HTML5 isn't really the limit at this point, This game uses HTML5 and packs the desktop games with electron https://duelyst.com/,I experience no performance losses with it even on high settings, This is also another html5 game http://www.cross-code.com/en/home ,At this point in time. I would just assume that the extra overhead of catering to a visual scripting language has taken its toll when it comes to construct 2 desktop games

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Phacanu

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