xoros's Forum Posts

  • Hello there,

    Ashley

    today I tried to test the game with two devices on mobile networks (low bandwidth) and it was not possible to establish the connection. The host registered the peer, but didn't let it in.

    I also noticed that it does not connect if the connection bandwidth is low even on wifi network, which previously worked with high bandwidth.

    Does multiplayer object use this traversal standards to overcome NAT/Firewall issues:

    Interactive Connectivity Establishment (ICE) – RFC 5245 http://tools.ietf.org/html/rfc5245

    Session Traversal Utilities for NAT (STUN) - RFC 5389 http://tools.ietf.org/html/rfc5389

    Traversal Using Relay NAT (TURN) - RFC 5766 http://tools.ietf.org/html/rfc5766

    I just tried this WebRTC demo and it worked on all networks which I used (wi-fi at home and office, mobile, lan)

    https://opentokrtc.com/

    Also this instant messaging demo works on all my networks:

    http://demo.easyrtc.com/demos/demo_inst ... aging.html

    Looks like the current implementation of Multiplayer Plugin has some issues.

  • Interesting topic.

    Ashley

    I also work on a multiplayer platformer now and have a lot of issues. I think platform behavior doesn't fit into multiplayer concept (host/peer) at all. If you enable local input prediction for a peer, there will be constant position glitches etc. Without input prediction and platform behavior enabled on peer's side it's not possible to play, because the delay between peer's input and response is very noticable.

    A bit off-topic: an official pong example stops working correctly after certain ball speed. So there's some room for improvement for real time multiplayer.

  • Anyone has information if Apple is going to accept it one day? Is it possible to develop a plugin/wrapper so that webrtc works in iOS browser?

  • Yeah, I understand. Just wanted to raise the topic, because I think it's kind of important for HTML5 developers.

  • And if it could be done only on user input?

  • Hello there,

    Ashley

    I researched the topic a little bit and as far as I understand now it's not possible to add a web-app to the home screen programmatically, but may be there could be a work around.

    https://developer.chrome.com/multidevice/android/installtohomescreen

  • I think I understand it Thanks again, this part is crucial for my project.

  • troublesum

    Thanks! Just tried your example and it works very smooth with no lags and glitches. Gonna dig into your events to understand how you did it.

    Could you roughly describe the main principle behind your implementation?

  • MoveTo is more simple, but always works. LiteTween has more options, but sometimes gets glitchy and unreliable.

  • Hello fellas,

    I'm working on a simple multiplayer platformer and having some problems with position syncing on peer side. Don't know what is the best way to implement it:

    Host & Peer both have platform behavior = problems with position syncing on a peer side, because multiplayer conflicts with platform behavior ( collision with solids). Apparent position glitches, shaking etc.

    Only Host has platform behavior = peer has quite a noticeable lag, almost game breaking.

  • Hello there,

    Ashley

    Seamless layout transition:

    • game have several layouts
    • it is possible to define a condition where a certain layout will be loaded into memory and attached to some coordinates top, bottom, left, right of the current layout
    • after full transition to the layout happens, the previous layout is unloaded

    So it looks and feels like one huge map.

    This feature also could be used for procedural level generation, where smaller rooms are designed and than get shuffled.

    What do you think?

  • Yeah, but I think until "true" modularity is released, it would be nice to have this kind of simple solution. I think most of the features are already implemented in C2 (e.g. object replacement), so it should not be so hard.

  • Hello there,

    Ashley

    Here's a suggestion which could improve re-usage of C2 events and help create a simple modularity:

    E.g. User tries to paste events into another project, but an object, variable or the whole object type is missing.

    -> Modal window pops-up with the following options:

      1. If an object of the same type is missing let the user point to another object of the same type = "replace object"
        1.1. If the pointed object is missing some of the components from the object of the pasted event - let the user create all the variables and behaviors automatically -> confirm auto creation or manually
      3. If a variable is missing: 1) let the user point to another variable or 2) create a variable 4. If an object type is missing let the user create the missing object type by suggesting that object type 5. Or one button to create all of the above automatically (add new variables, add behaviors, create objects and object types)
  • Oki doki

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  • Tom

    It seems like something wrong with PM's, they are hanging in the outbox.