thepro3's Recent Forum Activity

  • I am trying to increase a variable from 0 to certain number after a certain amount of time.

    does anyone know of a mathematical formula for this?

  • Is there a way to turn on debug mode for remote preview?

    I'm working on a multiplayer game and this would be helpful. As far as I know we can only use debug mode with the local preview option... this doesn't really work for testing multiplayer games since you can only preview one window at a time.

    Is there a way to turn on debug mode for remote preview?

    I'm working on a multiplayer game and this would be helpful. As far as I know we can only use debug mode with the local preview option... this doesn't really work for testing multiplayer games since you can only preview one window at a time.

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  • I would like to imitate an authoritative server on my machine, but I have two concerns:

    1. To save on resources I've been thinking of creative ways to avoid running the actual game logic on the host machine, and instead handle everything much like a server console would. Taking inputs, setting positions of players, syncing them, verifying movements, checking collisions (using objects stored positions and distance to each other), etc.. but my concern is that it seems like the Sync object and Sync variable events require the Player controlled objects to actually be drawn on screen, so that they can be synced with the connected Peers.

    Is there any way around this?

    2. I’d like my game to have more than one Layout/Map that connected Peers can visit. Is it possible for my machine, the single host/”server”, to allow players to be in different Layouts, and only receive information (synced objects/variables) from other Peers in that same layout? I know I can use instances, but I am trying to avoid the need for having multiple Browser tabs open, for each game instance/layout. Ideally I'd just need the one tab, and all players would be connected.

    Thanks in advance to anyone who can provide some insight/creative ideas.

  • I'm extremely curious - using the Multiplayer plugin, how is it that the host is able update player positions, check collisions, etc.. while their browser is minimized? Doesn't JS slow down to a halt...?

  • > Read the scirra.com/tutorials/892/multiplayer-tutorial-1-concepts multiplayer tutorials. The whole architecture of the multiplayer plugin is designed to prevent hacking/cheating using an authoritative host and untrusted peer model, which is explained in detail in the tutorial series.

    >

    That seems to be in the direction I'm looking for, and I've started reading it. Looks like C2 or 3 will get a chance at this game.

    If it uses P2P networking, doesn't that make IP addresses available for people to take and DDoS?

    I think your right. Ashley can you confirm that if a Peer/Host connects that this makes their IP Address available for others connected to them to see?

    In the event that someone is losing, couldn't this player just flood the Host with random messages, thereby shutting down the game?

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thepro3

Member since 9 Sep, 2017

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