Reinarte's Recent Forum Activity

  • olá antoniosergio, me adiciona no skype (elmer.nancher)

  • I've checked disconnecting and reconnecting signalling server via Multiplayer plugin but, as you said, this doesn't solves nothing.

    Will try to check what's going on and if there's a workaround. If so I will post here.

    Unfortunately this problem has no solution.

    Only the people who made the multiplayer plugin and the signaling server will be able to identify and resolve.

    Meanwhile there will never be a full game on the market made with Construct 2 Multiplayer.

    Ashley still closed the topic, if anyone of Scirra pay attention to this problem will be the way it is.

    Multiplayer Plugin only serves to make small examples to teach others.

  • Add plugin Cordova Media in intelXDK

  • [quote:5sonzkfp]cranberrygame

    I also come to thank I also am a big User your cord plugins for Android, I've used many of them in IntelXDK and Cocoon.io.

    Do not stop there, insist on your goals and do not get discouraged many missed you.

  • Ok. I was reloading game so it works fine.

    If I simply let the game redirect me to the "login" again, the second time things are messed as you say. Seems that the actions from Multiplayer: "leave room" or "disconnect from room" are leaving something in an "unknown" state in the server or in the client.

    Perhaps adding a "disconnect form signalling server" and then again reconnect could resolve the problem?

    Very good friend JSJ, you understand what's going on.

    You are free to adjust the capx file to try to find a solution to the problem.

    If if find some way to solve the problem could spread well.

    In my view, no person will not be possible to produce an entire game with multiplayer would require people who produced the plugin perform a check in code and also in the signaling server to find where this problem.

    They can use this capx that I changed for testing.

    The idea of disconnecting the signaling server is good but it does not resolve the problem.

  • Running the CAPX in Chrome. Played first game with "AAA" as host and "BBB" as peer of "AAA". All OK.

    Second game, after disconnection, played with "BBB" as host and "AAA" as peer of "BBB". All OK.

    Can't reproduce the problem you're talking about. I'm missing something?

    I've understand that the buttons for "host" and "peer" are mainly to allow to any player pair with any other. Some players connect as "host" and other players select the "host" they want and connect with him pressing "peer". Is like a manual pairing of players.

    It seems that you did everything right, but you can not reload the browser page and can not refresh the page so that the player ID in multiplayer does not change.

    All that remains now you post a screen shot of your browser by starting the second PEER screen to make sure that everything was correct.

    https://www.dropbox.com/s/g75b5dv4wijhk ... g.jpg?dl=0

  • Closing as won't investigate: I don't see any evidence this is not just a mistake in your events. You need to keep the host and the peer all on the same layout at all times, and your events don't appear to be sufficient to ensure that happens. The multiplayer engine is also not designed to make people explicitly choose if they should be host or peer, it's automatically assigned and your events need to respect the automatic assignment, so I'm not sure what the purpose of having separate buttons for that is or what you expect it to do. It appears entirely possible that a user could click the "host" button and be automatically assigned as a peer or vice-versa, so I think you are just contradicting the way the multiplayer engine works.

    Ashley did not understand the explanation, we are not forcing a peer to host and also we are not forcing a host to peer,,,,

    the question is when you makes a FULL game with extrutura rooms and layout for the player to create a new game or connect to a game that is a problem waiting for players will take place in the specific situation.

    Agree that when a game ends players are disconnected from the room and returned to the layout they call (lobby) or entry,,, where again the player can choose to create a new game or connect to an existing game,,,

    This system will cause problems from the second straight game because occurs problem with the multiplayer plugin if a player on another previous game that has ended and it was also the HOST to connect to a new game but this time as a PEER.

    You get the idea or need a more detailed explanation yet?

  • Closing as won't investigate: I don't see any evidence this is not just a mistake in your events. You need to keep the host and the peer all on the same layout at all times, and your events don't appear to be sufficient to ensure that happens. The multiplayer engine is also not designed to make people explicitly choose if they should be host or peer, it's automatically assigned and your events need to respect the automatic assignment, so I'm not sure what the purpose of having separate buttons for that is or what you expect it to do. It appears entirely possible that a user could click the "host" button and be automatically assigned as a peer or vice-versa, so I think you are just contradicting the way the multiplayer engine works.

    Before you give your opinion, please download the available capx file.

    Make tests of some matches and then come their views known.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I mean the problem is with the Cordova + build type, it is no problem with Construct 2.

  • Hello Friend,,,

    The problem does not happen when you test your project in Construct 2?

    The problem is in extrutura Phonegap,,,, also have had problems with audio in exports using Phonegap Compilation for Android by Intel XDK.

  • Probably best if you try with latest stable r212.2 just in case anything has been fixed since r206, which was many releases ago.

    But nothing was related to the plugin (Multiplayer) in the release notes,

    Download the capx file and you do the test also, I have here the Steam version and I also have tested the version r212.2.

    The problem still exists ...

  • Thank you guys. Buying Construct through Steam was probably the worst thing I could've done. I can't open a game while having Construct up 'n running. I can't start Construct without starting Steam, which is depressingly limiting. I wished I could've traded my Steam-license for a normal one. But unfortunately that seem impossible.

    I would actually buy a new personal license through Scirra store if I knew that it would solve the matter at hand

    I installed Windows 10 on the laptop this evening. Unfortunately that didn't resolve the matter either, same issue through the Individual License (Steam) and a completely new project, still no problem with the "free edition" both with a new project and the project I have been working on.

    I can't be the only one experiencing this issue? or am I?

    Hello friend, I tell you the whole truth.

    I also have this problem with the sluggishness and others who DO NOT report this problem also has ..

    This problem is related to the release of steam and neither STEAM nor Scirra want to solve the problem.

    More specifically the problem is the executable file (Construct2.exe) that the version of Steam is modified and added a dll injection (steam.dll) to work with Steam Launcher and therefore this slowness occurs in the program.

    I also regret much for purchasing the Construct 2 by Steam.

Reinarte's avatar

Reinarte

Member since 3 Jan, 2015

None one is following Reinarte yet!

Connect with Reinarte

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies