TheRealDannyyy's Recent Forum Activity

  • NW2 seems to have this fixed. Felt like posting a heads up.

  • Added support for NWjs v0.43.0. We've identified the issues caused by recent NWjs releases and fixed all prebuilds from v0.42.1 - v0.42.6.

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  • I never reported the webpage not being able to load

    I think Ashley just meant that connecting to the signaling server is like "connecting" to a webpage.

    Do you have any tips as to how would I find that? The Google Chrome console isn't giving any errors naturally and the way the plugin reads out errors is only in certain situations. It's mostly why I filed a bug report, I can't seem to find a way to pinpoint the source of the issue.

    Only thing that comes to mind is the error message expression inside the plugin itself. If that doesn't provide anything useful, then I don't know either. Usually the browser console logs issues well.

    If you don't distribute your game using NWjs, the Windows Firewall or Antivirus programs shouldn't do any problems by the way.

  • I never reported the webpage not being able to load, and like I mentioned in the original post, all of the users were connected to the internet and in some cases had better internet than I did. Still had issues. I've never had the issue before when dealing with Construct's multiplayer, what changed? If it's not Construct's fault, did something change with the system it relies on? If so, it might be good to find a better way to implement multiplayer if it's susceptible to just... not working for any reason.

    Your best bet is to find any error messages in the console or similar. Antivirus software or the Windows Firewall could also block outgoing connections on NWjs desktop.

    TheRealDannyyyThanks for providing your input. I suppose realistically if I want to pursue multiplayer or help another user pursue multiplayer (as it is in this case), I should probably use a third-party plugin or just not use Construct entirely. I really appreciate it.

    The mentioned peer-to-peer connection issue could still affect your game, regardless of it being off-topic. The plugin is not to blame for this though, it's a complex issue with the Internet and certain networks in general.

    The grass might look greener on the other side but other engines often come with multiplayer issues of their own. I know it's a bad situation right now but there is not much that could be done, without finding the actual cause for your issue.

  • TheRealDannyyy - TURN servers are only relevant for peer-to-peer connections. The signalling server is a normal direct connection, like loading a web page, and that was the part that was reported to not be working here.

    Nevermind, I misread what the actual problem was. Most issues with multiplayer are often related to peers not being able to connect with each other.

    As you already said, unless the game is offline, there shouldn't be any reason for why people can't connect to the signaling server. Sadly the web doesn't have support for local (OFFLINE/LAN) connections without a signaling server yet.

    I think it's a fair anaology that if you can't load a web page, it's too soon to blame the website operator - you should check your connection is actually working first.

    I'm personally not blaming anyone. Multiplayer is always a pain to work with, regardless of the game engine. Some engines have more options with 3rd party libraries though. Maybe the web has some new innovative and reliable 3rd party libraries too, never really checked myself.

  • I'm familiar with this issue although it seems to be worse on mobile, in comparison with desktops. It's pretty much impossible to get a 100% success rate without using an expensive TURN server or telling your affected customers to use networking software like "LogMeIn Hamachi". As you mentioned, it's also possible to tell your affected customers to configure their network but that'll probably just result in a refund. (The signaling server is also occasionally down for maintenance.)

    Since TURN servers can be expensive and could cost Scirra up to 1000€/year or more depending on the traffic. I highly doubt we'll get any official Scirra TURN server soon.

    If you need 100% reliable multiplayer, your only options are pretty much to get your own TURN server or use 3rd party solutions like "Photon". Both will cost you money if you have a large scale game.

  • Construct games have always completely suspended themselves when minimized. When they suspend it stops using requestAnimationFrame at all, so I don't think there is any relevance to that.

    Wouldn't that mean that Multiplayer games could break when minimized or is that working independently, regardless of that callback?

  • Ashley You probably know if this is useful. The requestAnimationFrame() callback seems to be throttled by default, when window is minimized or hidden. I'm not sure how this affects our games or if there is already a "workaround" in place but the manual has a Chromium-Arg to prevent throttling.

    Do you think this is necessary for some types games?

  • There has been a NW2 related fix for icons again. Seems like mainly Win10 systems were affected, that's probably why it worked fine on my end.

    Here is the issue (already fixed): github.com/nwjs/nw.js/issues/7236

  • Aside from assets there's no Construct files like that.

    Unless you stuck the Nwjs files in there.

    And there's no way you could get a config file to that size, unless you have some unrealistic expectation of what can be put in variables, or events. I mean you would be talking about events in the hundreds of thousands.

    Thanks for reminding me on the NWjs stuff. Forgot how bloated some files are in there. Gonna avoid putting exports on GitHub, rest should be fine then.

  • Probably, but if you saved as a project folder it might negate that.

    I mean the c3p file could easily get to over 100. If that's what you mean.

    I'm already saving as a project folder. I'm just worried that C2 files (not game assets) will exceed 100mb at one point, if that's even possible.

  • I've recently been thinking about moving a large project of mine from Google Drive, over to GitHub for obvious reasons. GitHub has a hard limit of 100gb, so the total size of the project isn't something to worry about for me personally. What I find worrying however, is the strict limit of 100mb per file.

    Is it possible for a C2 project (using folder save), to have a single file that exceeds 100mb in size?

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TheRealDannyyy

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