digitalsoapbox's Recent Forum Activity

  • yes but this is not the best way when someone like me have a bad connection :p

    It sends less data and you're less likely to miss that data when it's sent. Even if you do, you'll receive a new event soon after which sets the correct position & movement state of other players. Photon also has a limit on how often you can send events, so unless you want to hit the limit quickly sending less data is better.

  • >

    > Set up Photon to send an event update when the following events occur:

    > - Player starts moving

    > - Player jumps

    > - Player starts falling

    > - Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)

    >

    > Syncing those events should fix the issue.

    >

    Unfortunately , that didn't seem to work either. I've tried across multiple devices and browsers.

    Here is my .capx, taken from the tutorial for simplicity sake.

    https://dl.dropboxusercontent.com/u/44188718/Temp/MultiPhotonTutorial.capx

    You'll have to put in your own AppID for Photon.

    You don't need to send the X/Y position every tick, that's super-inefficient, especially when using the Platformer object. Send when you start/stop pressing keys instead. The example tutorial is the completely wrong way to do it. Let each local machine control all of the player Platformer objects, but set up player input to only directly control the player object assigned to the local machine. When the local player object receives input, send it as Photon events so other players receives each player input event and trigger them on the local machines. Think of it as client-side prediction: the player objects just receive start/stop information and occasionally send and receive position events when specific things happen (start moving, stop moving, jumping, falling, etc.). It's a lot less data to send as well so should be less affected by connection speed.

    I'd planned on cleaning this up a bit before distributing it, and I probably will at some point, but if none of what I said above makes sense then check this out. It shows what I'm trying to explain above. https://dl.dropboxusercontent.com/u/14245368/C2/Examples/Photon_Multiplayer.capx

  • >

    > > Anyone sucessuflly using platform objects with photon? I've tried, but all the players except the one the player controls are floating a bit off the ground.

    > >

    >

    > I don't have any problems with that.

    > Can you send an example or a screenshot of your system ?

    >

    Sure, using your vanilla photon tutorial I have the issue. Here is a screenshot from each players perspective.

    Set up Photon to send an event update when the following events occur:

    • Player starts moving
    • Player jumps
    • Player starts falling
    • Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)

    Syncing those events should fix the issue.

  • droxon

    I wouldn't count C2 out. All engines are going to have trouble at high resolutions on low end hardware. C2 just makes it more difficult because instead of having an easy way to control the resolution, it involves a lot more legwork on the part of the developer to deal with things like altering the HUD position/scale based on resolution. Having to do it manually feel very old-school and not at all user friendly. The reasons I've seen for the lack of this feature aren't very moving and it seems like it'd be better to add a way to more easily control the resolution instead of base resolution or scaling to the monitor's current resolution. It would be a pretty useful feature for both desktop and console games to help improve performance and allow games to be a bit more scalable more easily for people using C2 so they can reach a larger audience. I guess we need to keep asking Ashley for it .

  • Looks like a really cool and polished game! Congrats on getting a publisher

    The development is still under Construct 2? any plans of switching? how is the performance on low end computers? Sorry to ask so many questions, is just that I'm considering switching back to Construct 2 for my next game and I'm curious of how the performance has improved over time.

    Thanks! Yes, it's still in development under Construct 2, at least for the PC builds.

    Performance on lower-end PCs isn't great, but I think you'll find that to be the case with most game engines. C2 definitely has its performance quirks that need to be worked around, but so does Unity, Game Maker, etc. If you're doing, say, a low-res pixel art game then C2 will be fine. As soon as you switch over to full HD, performance tends to drop on machines with less powerful GPUs (and GPU power is definitely the main bottleneck in C2 - don't even try high res on an embedded Intel GPU. That really should be looked into by Scirra).

    Some of the performance issues can be solved with finding some way to switch the internal resolution (canvas) of the game, more than just a toggle for high quality fullscreen scaling, which sadly C2 does not allow by default (and it really, really should, and it's a huge inexplicable oversight that it doesn't), but that just means it needs to figured out by the developer until Ashley & company get around to implementing what should be a pretty standard feature.

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  • digitalsoapbox

    check the line 3 of your translation.lang file is:

    "available_language":

    insead of:

    "availables":

    Yep, seems like I still had the old version. Thanks!

  • Haven't posted in awhile about SOMBRERO because of interesting happenings, a few of which I can talk about now:

    Thanks to blind luck at a poorly-attended game expo in New Jersey that took place during a hugely inconvenient storm that almost blew us off the road on more than one occasion while getting there, I had a chance to meet a publisher rep and after months of back & forth, SOMBRERO now has a publisher!

    The official, important-sounding press release can be read here:

    http://site.pixelmetal.com/for-immediate-release-etc/#more-813

    One of the benefits of having a publisher is that they have quite a few more resources to take advantage of - so I'm also in the process of adding online multiplayer (with Photon, which will hopefully lead to cross-platform multiplayer with PC/console releases), which I just wouldn't have time to do without them taking over some stuff like QA/Playtesting and dealing with getting the game into all the various online stores.

    Follow the Facebook page to keep up-to-date on various happenings like updates, new features, new characters (including some guest appearances from other indie games) and release dates:

    https://www.facebook.com/PixelMetal/

  • [quote:2wmcfy7s]Photon Chat is another Photon API which most likely requires another C2 plugin which does not exist currently.

    1 - What's the difference between real-time mode and chat mode?

    2 - Do you planning make a plugin for a chat?

    3 - With current plugin, I can not connect to the server: "Authentication failed"

    I need a same plugin, but i want to link it with chat-server.

    Maybe the problem can be solved by changing a few lines of code?

    Waiting for your reply.

    It's really unfairly to ?2-users please fix it.

    You need to make sure to put the AppID (which you get from Photon once you've set the app up on their platform) into the plugin to be able to connect and send/receive data. The error is on your end, not theirs.

  • digitalsoapbox Thanks !

    Are you sure you have included the file correctly ?

    I will try to find the issue, it's very weird you have the issue on the example :/

    Yep, I"m sure - the plugin shows up correctly in C2, events can be added just fine, but I receive an error on preview. This occurs in the example, with no changes made to it.

    Just tried the latest update, and now I'm receiving this error:

  • This is extremely awesome, thanks for sharing.

    I am getting an error in all browsers, however, when I run the example:

  • ThePhotons

    1-Where can I download the plugin for c2? (link was deleted and i cant find any new links)

    2-Why i cant find SDKs for Photon Chat, plugin works only with Photon Realtime?

    You can already do chat through the existing plugin - look through this thread, someone's already posted an example.

  • digitalsoapbox don't hope for any kind of features for this plugin any time soon ...if ever.

    If you look through this thread you'll find that this plugin only got 1 single feature update back in March 2015, one month after release.

    Either you can pull off what you have in mind with the functionality already provided or you look for an alternative, like the official MP plugin.

    A good thing is they at least keep providing bugfixes if something breaks.

    I have the strong feeling that unity is their main focus and they dont pay much attention to the construct2 community.

    It would be really nice from the photon guys to just say that they dont plan on adding features to this plugin and

    dont keep saying "not implemented in the plugin YET" these are just delaying tactics and a huge waste of time for everybody.

    But that's just my opinion and i could be wrong. Time will tell i guess

    I don't really have any issues with their responses so far. Sadly the native multiplayer isn't fully cross-platform - no console support - which Photon is and that's what I need. I'm sure it'll all work out just fine.

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digitalsoapbox

Member since 21 Aug, 2013

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