Velojet's Recent Forum Activity

  • SpacialPumpkin

    I've just taken another look at the log for your app. I think you might have missed the port number off the end of your Master Server Address: ':9090'.

    Also, you're missing the header because it can't find the inputs_header.txt file. Check that you've copied it into your photonclient.workout folder.

  • InvaderX

    Sure. If you can access your site via a URL that begins http:// you've got access to a HTTP web server.

  • SpacialPumpkin

    The log shows you're not getting a connection to the Photon Master Server at app-us.exitgamescloud.com. This is something for the ExitGames people, I'm afraid. They're just back from GDC13, so should be able to take a look soon, hopefully.

  • SpacialPumpkin

    That is indeed a HTTP server (see the http:// at the front of the URL) and the files could go there.

    If you load them into a photonclient.workout folder (step 4), your URL will be evantarctica.netau.net/photonclient.workout

    No problem about the number of questions. HTH!

  • SpacialPumpkin

    No, your PC doesn't have to be turned on to host the server. What you would do instead is get an account with a web hosting provider that would give you a web server from which you could deliver your game. That's the "access to a HTTP web server" that my Step 2 refers to.

    (Dropbox is not a web hosting provider.)

  • SpacialPumpkin

    OK. Let me try to explain ...

    The HTTP server is needed to deliver the web page that allows (multi)players to access the game itself - just like any C2 game you make, when you export your project to a HTML5 website.

    The Photon Cloud server handles the interactions between the players - which of course is something that's not needed when you play a game on a single computer/device. It saves you having to create a game server to do that.

    And my PhotonClient behavior saves you having to fiddle with a low level socket plugin to get your players to interact with the game server <img src="smileys/smiley2.gif" border="0" align="middle" />

  • InvaderX

    SpacialPumpkin

    Step 2 / "the HTTP server thing" is crucial. Maybe wait till you've mastered how to set up and deliver files from a web server.

  • As Taurian said in the OP, "This would be a great addon. The ability to communicate with Exit Games: Photon Cloud Service."

    But we had to wait six months before ExitGames came out with their JavaScript Cloud SDK. And then you had to wait while I converted the alpha version of my PhotonPlayer plugin for the Photon Server (see my post of 7 July 2012) to a PhotonClient behavior for the Photon Cloud. And I had to wait till the busy Photon team found time to join in on the development.

    But I decided I couldn?t wait, so I?ve pressed ahead on my own, picking my way through the rather sparse internal documentation of the Photon Cloud JavaScript SDK, to come up with a Construct 2 demo of my PhotonClient behaviour for the Photon Cloud.

    This is what you can expect to see when you run the demo and you?re the third to join in with two players already playing on two other PCs (I?ve not tested it on other devices):

    <img src="http://www.millercrawford.com/images-offsite/construct2/photonclient-workout.png" border="0">

    So, to get my Workout demo up and running:

    1) Register with ExitGames for a Photon Cloud Account on their ?Forever Free Plan?, which gets you an app with a maximum of 20 CCU. You?ll be given an Application ID that you?ll need in Step 4. (It?s a generated identifier for your Photon Cloud application, used when an app client connects. It separates the users of your app from users of other Cloud apps.)

    2) You now need access to a HTTP web server (if you haven't got access to a remote server, you can use localhost for an in-house demo). Set up a folder on that web server from which to serve your workout demo ? I?ll call it ?photonclient.workout? in the following steps.

    3) Download the Workout demo files from my Dropbox account: https://dl.dropbox.com/u/54915877/photon.workout.zip

    4) Into your photonclient.workout folder, copy all the files from the Dropbox download, preserving the subfolders (css, images, media, photon).

    5) Load into a text editor the cloud-app-info-template.js file that?s in the photonclient.workout folder.

    6) Save that file back into the same folder renamed as cloud-app-info.js.

    7) Edit it to change the MasterAddress string value to your nearest Photon Cloud Master Server ? you can find a list of them at http://doc.exitgames.com/photon-cloud/Regions/#cat-reference. You'll need to replace 'port' (following the colon) with '9090' (just the four digits, not the quotes).

    8) Change the AppId string value to the Application ID you were given in Step 1.

    9) Open a browser (Firefox/Chrome/Safari/IE10) and access the photonclient.workout address where you copied my Workout demo files, and which now also contains your own edited cloud-app-info.js file.

    10) Type in your 3 character nickname and click the 'Join' button.

    11) Text a friend and get them to do the same. (If you haven?t got a friend, you can go to another computer yourself and do the same. If you haven?t got another computer, you can open a second browser and do the same.)

    12) Move your player and your friend/you should see it move in their/your other computer/browser. You're multiplaying with Construct 2!

    13) Try banging into one of the other players.

    OK, so now you?re keen to load my PhotonClient behavior into Construct 2 and try developing a multiplayer game for yourself. I?m afraid you?ll have to wait (yes, again!) for a couple of days while I complete the documentation. In the meantime, here?s a tantalising excerpt from the event sheet for my workout demo (just to prove it really has been made in Construct 2):

    <img src="http://www.millercrawford.com/images-offsite/construct2/photonclient-workout-event_sheet.png" border="0">

  • Ashley

    Thanks for your lucid explanation of asm.js. Wow! - back to the future!

    You make a very persuasive point about the real bottleneck generally being the renderer - in any optimisation exercise, it certainly doesn't pay to have a myopic focus on any one part of the end-to-end process.

  • Velojet that's like saying that may who used C# are successful and they don't need to check any other technology to become successful again :)o, it's like saying that there are C# developers who are already successful app developers and don't need CoffeeScript to become the next successful app developer.

    MihaelaEpuran

    Still waiting for your detailed breakdown of the comparative advantages and disadvantages of Gameleon ...

    California

    Nicely said!

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  • techlord

    ... I'm currently using the wordpress.org/extend/themes/black-green and it uses JavaScript for a dynamic accordion display effect on the client side. I'm replacing Flash, DHTML with Constuct's HTML5 ...o I take it that you're intending just to add some client-side effect to a WordPress theme, rather than completely developing a WP theme from scratch?

    Since you do have experience in PHP, you could go on from there to try your hand at full-scale theme development. You'll find that article. a good starting point.

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Velojet

Member since 22 Nov, 2011

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