Velojet's Forum Posts

  • ... If you want as much control over the game as possible then have the clients only send the inputs ('key down', 'mouse clicked at x,y') and have the server 'play' the game using constructs events, collisions etc. and send the x,y, effects, instances created/destroyed back to the client. ...

    That's exactly how my MultiPlayer behavior/NodeJS server functions. A demo is currently running on the Nodejitsu cloud platform (which uses automated clustering).

  • DarkevilPT

    Thanks for your compliments!

    It's up to the Scirra and Photon teams whether it becomes an official addon.

    Good luck with Constructing your game. Please feel free to ask if you need help with using my PhotonClient behavior.

    scidave

    Thanks for your excitement and stamp of approval! It means a lot, coming from someone who's put so much time and effort into developing a CC networking plugin.

    You're quite right - my aim has been to make a high-level plugin that makes it possible for someone who doesn't want to get their hands dirty with sockets and servers to make a multiplayer game.

    MrOtton

    I'm waiting for people to try it out and give me feedback before I develop it further ;)

  • SgtConti

    Could you please explain further:

    "If button pressed: build soldier and send "build enemy Soldier" to Client2"

    Is that another player that you can control? How would you control its actions as well as your own player's actions? Multiplayer usually means that you're just controlling your own player and its actions are reproduced on another player's display.

    jayderyu

    Thanks very much for your support and confidence!

  • LucasTorres

    Have a look at my two multiplayer plugins. In both, C2 is used as a front end to take input from each player and to display the current game state. In the first (MultiPlayer), you need to program the game logic server-side; in the second (PhotonClient), no server-side programming is needed, and most of the game logic is handled by your C2 code:

    1) MultiPlayer (NodeJS server - you need some server-side JavaScript experience if you want to adapt my server code).

    2) PhotonClient (Photon Cloud server - no server-side programming needed here, but it does mean that you have fewer options for management of your game).

  • SgtConti

    Try my two multiplayer plugins:

    1) MultiPlayer (NodeJS server - you need some server-side JavaScript experience if you want to adapt my server code; C2 doesn't extend to server programming).

    2) PhotonClient (Photon Cloud server - no server-side programming needed here, but it does mean that you have fewer options for management of your game).

  • And the last question, which is likely to frequently asked on the forum, but still going to ask it again ... Is it possible with Construct 2 to create a game with simple but nice multiplayer for 2-4 players? Is there a plugin or some internal functions of the program?

    marsep

    Yes, it is.

    Try my two multiplayer plugins,:

  • Also not a good idea to take a .co name (unless you're Colombian <img src="smileys/smiley2.gif" border="0" align="middle" />) - too much chance of being mistaken for .com and have all your traffic end up on the equivalent .com site.

  • ... They will be gone in a few days, get them while you can. ...eah??? Don't seem to be taken by anyone else yet - nearly 3 months later.

  • DarkSlash

    Try out my two multiplayer plugins, both built on (different) client/server architectures:

  • imothep85

    Please see my helpful answer to your same question in your other thread, pointing you to two examples you can try.

    You should continue your questions there. Starting multiple threads on the same topic is not a good idea - it just makes it harder for you to get the help you need, all in one place.

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  • Velojet had made another multiplaye plugin + server for real time, you might try it.

    xoros

    Here are my two multiplayer plugins:

    Let's know how you go with them.

  • imothep85

    Take a look at my two multiplayer plugins

    Both of them do what you're asking for: "cubes [sprites] moving, controlled by players who join the game".

    Both of them have simple demo examples.

    Let's know how you go.

  • c4r70

    Try my tutorial ... link in my signature ->

  • ... They say they got reliable udp ... So what's reliable udp then?ikipedia has a short article on RUDP. Bottom line: "RUDP implements features that are similar to TCP with less overhead".

    ... I find this also interesting -> link

    Just keep in mind that that page refers to Photon Server, not Photon Cloud, which is what my behavior/plugin targets.

  • JoyfulDreamer

    You'll find answers to your questions here.