eleanorjmorel's Recent Forum Activity

  • among us is not peer to peer

    you can reconnect if the host leaves in the multiplayer plugin, just make sure to store the game state on each peer, when a host disconnects, connect to a room of the same name, everyone else in the game does the same, one of the players will become host, players never lost connection to the signalling server so they preserved their multiplayer ID, assign the objects to the respective players by playerID by having the player ID stored in them. If you keep player inputs the same and keep the game loop running for everyone while this is happening they might not realise it even happened.

    bottom line is photon is easier to use but has less features, worse ping, is limited to blocking websockets traffic, 16 players per room limit, and is way more expensive at 0.05$ per both Egress and Ingress GB

    for comparaison, "high tier" infrastructure like google cloud or aws go for around 0.12$ to 0.15$ for the first few Egress TB per month (ingress is free), while more budget friendly providers like vultr or digitalocean charge 0.01$ per Egress GB (ingress is free) and keep in mind that you won't be charged for most of the bandwidth since it's peer to peer.

    nodejs exports for running multiplayer game instances headless were promised with the release of construct 3 a while ago, but might not come to fruition for a long time since scirra says that there is very low adoption of the multiplayer plugin so uh here'S a project to get you started i guess drive.google.com/file/d/1FmEtzZJt_18EVaAoL5sBFS6h69xCr1OD/view

  • email support at supportwlr@construct.net

  • you can make a free xirsys.com account and test out if STUN or TURN are the solution

    make sure you do add ice server before you connect to signalling

  • Peer to peer means players can get low latencies if they play with people near them. Photon forces everyone to connect to a single physical location, and adds latency by forcing the bathwidth to pass through that server without adding any functionality. if the host leaves in photon, you still need to create a new "host" that will control the game state just like you do in construct's multiplayer.

    You can use a cheap 5$ per month VPS to act as a STUN + TURN server to get pretty much 100% connectivity and still benefit from not having to pay for most of the bandwidth whereas with photon you have to pay for all of the bandwidth and it'S expensive. Photon charges 0.05$ per GB while a cheap VPS provider like digitalocean charges 0.01$ per GB

    photon also uses the worst networking scheme possible, every single time you send data to photon, it sends it to everyone else connected to the game, so 10 people means 10 people sends data to 9 other people on every update, whereas with the multiplayer plugin, everyone sends data to the host, and the host sends data to each player, greatly reducing bandwidth required

    you can totally do this and if you need help you can get in contact with me, its not as hard as people make it out to be, you can greatly simplify multiplayer games using the sendmessage multiplayer action, and you can pack that data using the binarydata plugin

  • press ctrl+shift+j and see if there are any errors in the debugger

    see if adding a stun and turn server helps

  • do

    wait 0.5s x loopindex

    see what happens

  • set canvas size

  • a galaxy fold is 280 CSS pixels, an iphone 5 is 320, galaxy s5 is 360, so probably 320

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  • PlatformInfo.WindowInnerHeight

    I don'T feel comfortable going into further detail here on the forums

  • choose a minimum size that will fit all of your UI and then a maximum size and on resized, check the size of the screen and calculate the most appropriate screen size to use within those numbers

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eleanorjmorel

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