janlindso's Recent Forum Activity

  • Yeah, finally found some problems unrelated to this. Obviously only needed an extra excuse to triple check everything.

  • Thanks a lot for the response, Ashley! Somehow I'm getting it to work somehow, but not fully and I get some errors in the console. You can check here (edit: link not relevant anymore). I have read your blog post and have been considering getting SSL, but if I can I will avoid it for now if I for example can run it locally or something instead. Cause it works if I run in preview without any errors in console.

  • I have a multiplayer game that connects to Scirra's signalling server, but nothing happens when it tries to connect.

    The game works well locally in preview mode, but not when I upload it to my webserver. Does my webserver have to be SSL? Any ideas what might be wrong?

  • If so, that is really good news. But if I know Apple correctly they will more likely invent their own standard.

  • I am making a multiplayer object and have followed the tutorials. It is working normal on Android, but on IOS it won't connect. I even added an "on error" and put the error message into a textbox, but it doesn't print anything. Any known issues with iOS?

    Edit: Found out iOS does not support webRTC. What a shame. Any ways to make something like this work another way?

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  • You need to implement everything you described yourself, by sending messages over the WebSocket connection. When you add in the synchronisation issues (since everyone has a different latency, so is working on a different delay to the "real" game) it becomes extremely complicated. The Multiplayer object has already solved all of this for you!

    Yeah, I figured out that the Multiplayer object was way easier, and made me not having to walk through a bunch of trial and error.

  • I'm using the websocket-plugin i C2, and I'm learning myself to program node.js servers. I am able to connect to the server and send and receive messages. I have made a "game" that counts clicks on a button, but if I open it on my PC and phone, changes only happens on the device where the action is done. Do I have to identify each device or something? And/or is there a way to broadcast it to every client connected? Any help would be appreciated.

    Here's my server script so far:

    var WebSocketServer = require('ws').Server
      , wss = new WebSocketServer({ port: 8080 });
    
    var total = 0;
    
    wss.on('connection', function connection(ws) {
      ws.on('message', function incoming(message) {
    	total += 1;
        console.log('received: %s, total=' + total, message);
        ws.send(total);
      });
    });[/code:tocpixrl]
  • Any luck? I seem to have the same problem, making it impossible for me to work with Construct 2 on my laptop. Seems like it is Intel related.

  • I am making a cart (with platform behaviour) that I want to be able to load with objects (left click). But somehow the gravity acts strange and makes the objects inside the cart move right and eventually breaking through the collision polygons.

    Download capx

  • Updated with capx to show what I got so far. The immovable property isn't really the right way to go I think.

  • I would use MyID. Keep in mind that this plugin is for web games. I had to use the cranberry plugin for my Android game.

  • With wrap the cloud will stay at same y-position always though. I would've rather spawned random clouds with bullet behaviour, and destroyed them when far right.

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janlindso

Member since 8 Feb, 2013

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