lennaert's Forum Posts

  • If the games have the same names, and instance names, and join the same room name then yes, they can connect to totally different games.

    Give your game name a unique-ish name and you should be fine.

    Using another (your own) signal server also works, as your both likely using Scirra's.

  • System event, action: stop loop.

    Place it after the password checks.

    It likely fails if your name and pass checked out, and call the function, but before the function finishes, the loop perhaps checked the user in the array AFTER yours, and fires the failed function before the previous one was done.

  • It could be that it continous checking and fails.

    Perhaps you could try and break the loop checking for matches after it found a match and checked the password.

  • No probs

    There are other options though

    You could create your own drop down thing/mechanic, like, spawn a few texts with a loop below another text, mimicking the dropwdown behaviour.

    With that you have control of every part created, even add images, audio, video, animated objects etc etc instead of texts.

    Good luck

  • Ohh, i totally forgot that chrome doesn't allow it.

    Firefox can do it, safari too...

    But chrome is limited the the OS highlight color.

    For chrome your stuck with blue.

    Apologies

  • Use a style sheet and add:

    .classnameOfObject:hover{

    background-color: black;

    }

    Or

    #IdOfObject:hover{

    background-color: black;

    }

    Or, if you have the mouse component you can event it with:

    On hover object

    Set style (like mentioned earlier)

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  • You will require a server backend for the portrayed setup.

    It looks like you want to be able to share the levels, and have others play them, rate them etc etc,

    You will need a location where this information gets stored, cs3 is not able to do this by itself.

    I would suggest a regular webserver to serve and store the game/app and extra files, and use PHP MySql to store related information and imagery.

    you would require some PHP scripts to:

    Storing images on the server (or in database as blob)

    Store player generated level in database (array.asjason to a Sql table entry)

    Store players information ranging from ratings to scores in various tables.

    Retrieve various information from server and SQL: images, scores, ratings

    When you have this, you can either create an "admin" like app to manage the infromation added by players on the server, or simply use phpmyadmin or a custom php page for it.

  • Set max peers when creating the room:

    Snippet from the manual:

    Auto-join room:

    ...

    If the room is locked when full, then late-joiners are not allowed; if left unlocked and a peer leaves after the game starts, a newly joining peer may be added back to the game to top it up to the Max peers again. Upon joining, On joined room triggers.

  • Ah. So... more or less it's a non-issue UNLESS if using the layout debugger

    so long you aren't using hundreds of events that go on an "every tick" basis

    Well, the layout debugger can give a misleading representation of overhead. I seen various discussions here involving it over the years.

    Thought I'd point that out.

    Most its all a matter of application, in any language, applied wrong, results suck.

    And construct can definetly handle 100s or 1000s of events .... but it can take just 1 that drags the whole things down ^_^

  • Not including conditions that involve loops, since those VERY OBVIOUSLY lag games made in this engine...

    I'm wanting to ask if you can have so many conditions on a single event that it can cause it to start lagging a bit.

    If no, then good to hear. If yes... was wondering if someone can point me in the right direction on how to make more optimized events.

    As far as I know the overhead is the same as with regular Javascript. The exporter does a fabulous job at that.

    A small caveat: using the layout debugger causes more overhead.

    Concerning loops:

    Loops actually run pretty frigging amazing with cs3.

    It's all in the application.

    If you have tons of objects and loop through it to change one or two instances, you should have gone with picking.

    Or with loops, not needing to run every tick, gain huge performance increase when running it only like once every second, or every 10th of a second.

    There are manny ways to optimize or use a different approach that perhaps only uses a fraction of performance from how you tried to achieve it previously.

  • I believe photon is socket based, right? Node js stuff, that has a theoretical limit of 65k something connections.

    But ... open a couple thousand secured connections to any socket at once, be it server, or worse, a client, it'll choke.

    Webrtc has a limit imposed by the chrome engine, of 256 connections.

    But, you can open more then 1 webrtc port, also giving like 60k or so possible connections ...

    But here too, just open 100 or so webrtc ports at once, and stuff will likely freeze.

  • I believe it was 256, It was a hard limit in webrtc some years ago.

    I used the cs2 multiplayer object, with a dedicated host project on its own server, and a dedicated client app.

    The tests at the time was conducted with close to 100 players, each inputting/transmitting a certain angle and distance from a moving object.

    Worked pretty decent!

  • Yikes, let's hope that gets sorted 😬

  • Had similar occurences a couple times. A new export, upload, and cache refresh (ctrl+F5) solved it.

    It's a health function.

    And you have the option to disable it.

    Many overly active, or hyper focused developers do actually benefit from it, regardless whether or not they enjoy the popup.

    The only thing I wouldn't mind seeing is that it tracks time when your actually using it. On several occasions, I had my screen open, not using the computer, doing stuff in house, come back to the computer, and get the popup. That's a bit weird giving it a rather useless experience.