mudmask's Recent Forum Activity

  • ah man - thanks guys! did a FEW tweaks since that build, just waiting on approval now...

  • Alright amigos,

    Pretty close to finishing this up - let me know what you guys think!

    Controls: arrows, A and S, or you can use gamepad or the touch controls:

    http://threesevenhosting.com/builds/mario/11-11-2016/

  • ThePhotons - that's interesting. To be honest I think there might be some factors on my side that don't have to do with the photon service that I'm looking in to right now.

  • TabloidA - I agree man. ThePhotons - is that something you all would possibly look into?

  • Hey Sirvoid and tunepunk - quick question for you guys... is this a pretty common latency/lag scenario? I'm only sending X and Y every .3 seconds, and I'm sending it via a token:

    I know it's not TOO bad, but is there any way to tighten it up a bit more? OR in either of your experience, can you still have a great and competitive game session experience with that bit of lag? Or how would I work around it?

    Thanks guys - you guys seem to know a lot about Photon so I figured I'd ask. Sorry to resurrect an old thread like this.

  • ThePhotons - I second Savvy001, and I'd gladly jump on a bigger plan if I could just nail down the latency issue. As it stands right now, I can't really see how that amount of latency can be fun or competitive.

  • so Savvy001 - do you know if the premium plans increase speed at all?

  • Savvy001, OK that makes sense! how does that work with jumping for example? will a lerp still do the trick? And what about animations? Just raise more events?

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  • thanks TabloidA

    Savvy001 - ok so, here's essentially what I'm doing for both plugins:

    1. I'm using setbit/getbit for the player's inputs

    2. I have it check for whenever the player's input variable changes, it raises and event that sends out that particular players inputs to the other players

    3. that input is then synced with the corresponding player objects on the other screens

    So essentially, it's not even raising events to sync positions at regular intervals. to account for discrepancies though, I raise two events that sync X and Y for each player every .5 seconds. Maybe I'll fold that in to a token though.

    Anyways - is that not a good method? Can you go more in depth into how you would do that, to achieve relatively smooth movement with low latency?

  • Savvy01 - I hear ya. So minimizing all those factors would be one of the biggest advantages. However here's what concerns me, but maybe I'm doing something wrong? Here are some side by sides:

    Multiplayer Plugin:

    Photon Plugin:

    Is there any way to get that level of latency on photon? Even the examples that I've run that other people have made have similar results.

  • Savvy001 - I guess the true test would be in implementing bullets and a scoring system...

  • hey - who was in there just now?

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mudmask

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