DuckfaceNinja's Recent Forum Activity

  • Nobody can help you with anything unless you have a core understanding on how to use [condition:pick instance]. After that, have a good look at container from the manual.

  • My plan is to host multiple shards. Have instances of the server running for different regions of my game but now it seems this might not be possible to do this or at the very least create some big limitations down the road.

    A possible solution is to have a different project for the server. And not have a sound object at all. But this complicates things for end users.

    Hey, I think you're talking about doing shards using C2 MP, the host doesn't have to contain audio at all it's useless. If you still want to develop your project in a single file you still can. Export your game like usual but for your server shards, remove the audio and make your sprites invisible. You should categorize your event into core mechanic, visual effect and audio effect, so that upon exporting for server shard you can just disable your visual effect and audio effect group (or if your events are very modular you can delete them), just leave the core mechanic to run.

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  • The thing is, it says 6 but I had like 12 tabs open. And no audio was playing.

    The audio object was not even in use.

    With zero sound playing it makes me feel like it is a construct 2 issue.

    My drivers are up to date.

    Using built in audio on my p9x79 pro motherboard.

    This shouldn't be an issue for any end user. But the server side of things means there could be limitations on how many instances/rooms/ map regions are hosted.

    I think if you ask musician, you could get a good answer.

    Anyway, just my 2 cent, I'm possibly wrong here but here goes nothing.

    I played around some DAW 2-3 years back, thing that I learn is, depended on your sound card, it possibly can handle a limited number of source. The phrase "audio context" seems familiar to me, I think you have reach maximum supported source, that's why you got that error. In your case, amount of source used is 6process * 12 tabs, means you have total of 72 source. A single process could have more than 1 source (precompiled lossless audio), but that is unlikely because your audio should be in the compiled format, so it counts as 1 source.

    As far as I know, modern computer can support either 32, 64 or 128 source. I think your sound card support 64 source as once it crossed the 64 limit, the sound card will just stall. I don't know the max supported source for highest-end card, but professional musician normally use 128, and that is already considered overkill by most people.

  • what if you programmed the exporter to handle it in a different code like the same way yoyogames is doing?

    I mean pure html5 can be good and all, but if a wii or wii u can handle it, why not a playstation vita, or make it possible to make games for playstation vita and 3 and 4 and xbox 360 and xbox one and nintendo ds in the future? *PLEEZE*

    I was at MVA the other day following the C2 course just for fun, and one of the tech evangelist said this:

    [quote:2eb0gk6m]There are plans for the Universal format to support Xbox, but no details have been announced at this time.

    This might be the 2nd console we can reach after wiiu, should be a great news if it ever happen.

    Ashley, does it mean the export to Windows store also deploy-able to Xbox, if they ever support xbox through their universal format?

  • Question is, what would you do a few versions back when Wait for signal didn't exist?

    I did a lot of trial and error and eventually put the mechanism on halt, since I have abruptly failed to get it right. Part of the reason I "swim" a lot in forum is to look for sparks of idea to solve my own problem, one thing led to another .

    I attempt something very similar back then, which is a RPG drag-drop equipping, which recycle sprites for left and right side, the mechanism is crazily similar that I'm eager to revisit the project. Btw, it's a robo-rpg with extendable appendages.

  • Line11 is a great trick! Never thought of it!

    It's a nice learning material, thanks R0J0hound !

  • Wow I like the fact that the GUI looks like a hand held console! Great idea!

  • I am slow on my fronts today but I only see an Edit - Report - Report with Quote

    That is only possible before anybody replied. So you missed it.

  • stonefreescirra did you know there's a button to delete your own thread?

  • All it does is add up the bandwidth in/out in bytes in the past second, and since the value updates every second, accumulating it every second should give you a reasonable value of the bandwidth as measured by the payload.

    What is it different by 70% to? What else are you measuring it with?

    This was a (max - min)/average difference from 7 game session with identical end game result. My test case are similar in all action. The 70% came from peerX, but peerO is much more consistent.

    game1: peerX=944kb;peerO=810kb
    game2: peerX=657kb; peerO=799kb
    game3: peerX=798kb; peerO=992kb
    game4: peerX=1314kb; peerO=1009kb
    game5: peerX=853kb; peerO=853kb
    game6: peerX=1204kb; peerO=1115kb
    game7: peerX=714kb; peerO=840kb[/code:2t00soo3]
    Setup: 
    DuelHost: Chrome
    PeerX: Chrome
    PeerO: Opera
    
    My thought is the every 1 second can miss some of the kb/s information, possibly the reason some values doesn't add up. Anyway, another related question, is the information of kb/s [u]exist for the whole one second[/u]? If it does, the math I did should produce a very small different in margin which I think around 10% should be the largest difference.
    
    Do you think different time spent in a session would affect the calculation largely? Example I spent 10minutes on game1 but 8minutes in game2 even though I act similarly on both game.
  • Firstly 'Destroy' doesn't immediately destroy the object; it is flagged to be removed at the end of the next top-level event, so will continue to exist available for picking in subevents. Secondly 'Create object' does not really fully create the object until the end of the next top-level event, and it cannot be re-picked using "pick all" in sub-events until the end of the next top-level event. 'Create object' does however pick the object that is created, so if you set B's position immediately after the create action and just delete the sub-event it works.

    The fact objects don't really create or destroy until the end of the next top-level event is an architectural limitation and it could not be worked around without great difficulty.

    Ashley , I'm an avid manual user, I think I never came across this explanation and this is actually the first time I understand it properly. I would like to request this statement to be included into the manual under "How Events Work".

  • Just add up the estimated bandwidth every 1 second. It will be an underestimate since it measures only payload and not WebRTC/transport layer overhead.

    Oh I already did that, it just that the values are wildly inconsistent with marginal different more than 70%, so I thought there are more consistent way to measure it. Btw, this is just 7 sample of full gameplay of similar sequence/action.

    I guess taking average of 200~500 sample and traditional statistical math is the way to go after all.

    Nonetheless, thank you for the response.

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DuckfaceNinja

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