Jase00's Recent Forum Activity

  • I see why you thought to buy the signalling server.

    Are you sure these are facts about Iran's Internet filters and such?

    I'm not aware of what sort of restrictions Iran (or any country) would have to Scirra's signalling server. I would also not understand why a server in Iran would be able to get around the sanctions and filters you mention.

    Are you able to open the multiplayer examples and successfully get ingame? Do you ever use "remote preview" when testing your games, as this feature uses Scirra's signalling server to connect, too.

    OK I might be exaggerating with the 1000's of players being connected, perhaps there is a limit to the number of connections (I'm not sure what the true limit is) but logically, the signalling server is doing even LESS work than a normal website does.

    When someone connects to the signalling server, the signalling server stores a tiny bit of data about the player that connects, such as their IP, what room they are joined to. That's it. Once you actually join a room and you are playing a game with someone, the signalling server doesn't handle ANY of the game data, it doesn't store how much health each player has, it doesn't store chat messages if you made a chat system, the signalling server simply keeps track of "who is connected" and nothing else.

  • I've used Construct for many years but I've never used containers. I've been using hierarchys once they were added, but before this I'd link objects together by having a parent object, with all the children having an instance variable that stores the parents UID.

    I still use the "store the parent's UID" when it comes to arrays and dictionaries, as you cannot add an array/dictionary as a child with hierarchys.

    We all learn in different ways - I am the type of person that, when starting to use a new software, I only Google/check the manual if I get stuck on the specific thing I'm trying to do, but beyond that, I wanna click and poke around the software myself - even if I click the wrong thing, I will learn from that. As months go by, I become very familiar with the general layout of the software, and THEN I read the manual more casually, so that I can see if there's shortcuts or secrets to enhance my use of the software.

    I have somehow never used containers in all these years - I see the manual mentions at the very bottom about how you can use containers to store an array/dictionary per object, which sounds VERY useful!

    However, I'm not fully convinced that containers are "adaptable" enough. I have the view that containers are for relatively simple situations.

    Like let's take Scirra's example with the tank object with a separate turret, both placed into a container. Now say you design your game to allow you to upgrade your tank to have a 2nd turret - I assume that containers wouldn't be good for this situation, since you must stick with your original container setup and not edit this at runtime?

    You'd need to specifically clone the tank object so that you can build a new double-turret tank (then put all the tanks in a family to make it easier to handle the tanks in events) which would work fine, but then you want to have a 3rd turret upgrade - again, clone the tank, and then make a triple-turret tank in the family.

    Now this sounds messy, you wouldn't want to drive around in your tank, collide with a "upgrade" power up, and suddenly your events would involve creating the upgraded tank on top of the old tank, angle/position all the values from the old tank to the new tank, then destroy the current tank... Not very elegant. Maybe you could have an invisible "player" object that handles movement and everything, and the tank simply positions on top of the player object, but you still have to transfer some data to the newly created tank as you don't want your old turrets suddenly angled the wrong way when you collect the upgrade.

    Sounds like a pain! But if you used hierarchys, you can have the 1 tank object, add as many turrent children as you like in different positions easily (which can automatically follow the tank along with the angle, width, height, z elevation), maybe store a variable for the turret like TurretID or use the IID when picking the tank's turret children, so that you know which turret to pick when you wanna do stuff in events, and then you're done! If your tank needs a different shape, you can add an animation for that, so you never have to destroy your tank object at any point.

    The final downside to containers, is the lack of control over destroying everything. Bad example, but let's just say you had a situation where your turret should destroy on its own for whatever reason - Well you can't do that, as it will destroy your tank entirely. You would need to set the turret to be invisible I suppose, maybe that's better design anyway, but hey I wanna destroy it and I'm not able to!

    Please correct me if I'm misunderstanding the true power of containers, as I'd rather understand this better!

  • Remarkably, I checked the examples and couldn't find any multiplayer examples that use the game list, unless I'm being stupid and can't see it!

    I could make a c3p file to demonstrate this, unless someone else does it before me.

  • I don't know how to set this up, but I saw on your other thread that you haven't learned some basics with the multiplayer plugin, like how to retrieve a game list and load it into a list - are you sure it's a good idea to jump to the expert level and setup a signalling server?

    I believe it requires you to be confident with intermediate/advanced networking - you need to essentially setup a server, along with configuring a few things to make sure the signalling server works perfectly for any type of peer that connects.

    Do you pay for dedicated hosting, or were you planning to try and do this on your home computer?

    How much experience do you have with computer networking? You say you have a server, so I'm guessing you have some knowledge?

    I replied in the other topic about this and I suggested using the official Scirra signalling server. I've been using construct around 10 years, and I often enjoy working on multiplayer stuff, and with all of that, I would still not buy a signalling server - I don't quite have a reason where I would buy it, even if my game had 1000 daily players connecting online, the free signalling server that Scirra provide would handle that easily.

    Buying the signalling server only has downsides in my mind - like it costs money to buy it, costs money to host it reliably, costs you time as you have to maintain it or troubleshoot your server if issues arise, costs you time learning about all of this when it's not essential to learn for game dev (although it's always good to learn new things, but there's SO MUCH to learn, are you sure you wanna learn about RADIUS and STUN and stuff? If so, good for you, knowledge is power!). All this stuff that costs money and time, is available for free from Scirra - if the Scirra signalling server goes down, sure you may feel panicked, but at least you have a knowledgeable team that are hosting the server and will fix it themselves, all for free.

  • You can ask!

    I think there's an example on the Construct 3 start page, which shows you how to use the multiplayer "get room list" and then store the list of rooms in a "List" object.

    Its not too complicated, I'd definitely recommend checking that out.

  • Honestly the free Scirra signalling server is perfectly viable to use - even if it was crowded, the signalling server is doing such little work as it only really exists to connect people together and provides a place to store a "room list" that other players can see.

  • Also it's not free, but discounted heavily.

    I just used my year discount the other week actually, and it worked fine! If you look at your discount but you cannot see a button to use the discount, then email support and ask them if they could check that your discount is working.

  • Ah yes I forgot just how powerful paster is!

    For what you need, I think drawing canvas has some quirks that will be annoying or stop you entirely - I can't remember exactly, but I think if you change the size of the drawing canvas, it clears the drawing canvas image.

    There's usually always an alternative method to achieve what you need though, I wonder how people using C3 achieve 2 player splitscreen... Hmm...

  • I miss "crop" mode in C2, but there is a way to sorta recreate it with events, using the Browser "On Resized" along with the system "Set Canvas Size".

  • Does the official "Drawing Canvas" plugin do all the things you need?

    I remember worrying about the lack of Paster and Canvas when moving from C2 to C3.

    But drawing canvas works well for me, I use many of then in my project for pretty visual FX.

  • Websites are fairly cheap these days, might be worth getting one if you're aiming to publish games to make money.

    You might be able to find a free website like Wix or something.

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  • If money is the main deciding factor, then maybe construct 3 isn't suitable for you.

    If game dev is a hobby to you, then consider the fact that many people put some form of money into their hobby - Game devs are lucky that we can get away with a somewhat cheap computer that lasts for years, and we could choose to use game dev software that is free - hardly any costs at all for a hobby you might spend months and months on! But as I said, it's generally normal for people to put some money towards their hobby, so it's not "bad" to pay for a software licence or a subscription when there's free alternatives - it all depends on your financial situation.

    If you are doing game dev as full time work and have no other form of income, then depending if you have some money available, then I'd say Construct 3 is a good option for a few reasons, such as the support (you have literally all Scirra staff, such as the lead programmer and web designer and everything, answering questions on the forums and providing support, as well as the community providing help). Also C3 updates very regularly, usually every week depending on holiday season and such, so if you encounter a bug, and you report it clearly, then this could be fixed within a week or two depending on how complicated the bug is, which is great service! Plus all the extra features that get added, Construct 3 is constantly evolving.

    I use Construct 3 in my free time after my day job, not a high paying job but enough to afford a few subscriptions per month (e.g. Spotify and Construct 3). I hope to eventually generate money from what I create, but as of now, I'm happy paying, as I really like how the software functions and the service that Scirra provides.

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Jase00

Member since 5 Jan, 2012

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