ArcadEd's Recent Forum Activity

  • I'll give it a try. You would think doing something as simple as a pong type interface, shouldn't be too hard. But even with the pong example, you can see the issue as it has no lag compensation implemented.

  • I'll give that a shot, thank you.

    Any chance you can explain a bit better what movingPeerID and fromPeerID are?

    LagCompensateX(movingPeerID, fromPeerID)

    Would movingPeerID be the paddle and fromPeerID be the ball in my case?

  • Bullet Behavior, from the host side.

    I'm happy to share the Capx if you think it would help.

  • OK, so I am really trying to wrap my head around Lag Compensation in Multiplayer.

    I'm hoping someone on the forums with a good handle on this can shed some light on it.

    So I created a 2 player Arkanoid type game, here is a screen shot to give you an idea:

    Everything works great, except many times the peer will think he hits the ball, but misses it. Why? Because of lag.

    Now in the Ghost Shooter MP Tutorials (MP Tutorial 4) the way Ashley does lag compensation makes sense. The firing of a bullet is instantaneous, there is no movement too it. However, in my case there are bouncing balls that are moving. Maybe it's the same thing as. I just can't figure out how it's the same.

    What would be a way to approach this? My brain is really struggling on this.

    Should I be checking on the ball overlapping the paddle instead and then forcing the bounce action? Should I have an invisible sprite that is on the same X path as the paddle and when the ball collides with that, check for a lag compensated value of the paddle.x to see it was in the right place?

    Thanks all.

  • I would contact support. It should be as simple as including the plugin and created the events and actions you need. It shouldn't cause a java error.

  • Try using this in your index.html file <script type="text/javascript" src="http://cdn.gameplayer.io/api/js/game.js"></script> instead of <script src="spilapi.js"></script>

    Otherwise you can try reaching out to support. Mario Gesteira was the one helping me that updated the plugin. The one I link via my dropbox is the latest one I have that I used for my game about 2 months ago.

    Support email.

  • Why not just use the new plugin that Spil created for us that I posted a few posts up?

  • CJS has support for both Google Play Leaderboards and Gamecenter Leaderboard (ios).

  • Sure, coding in a double jump manually wouldn't be too hard. However the double jump feature is already built into the platformer behavior, would be nice to be able to simply reset it. In my case if I fall off a rope, I could jump back on to the rope (using the double jump), however since I don't actually touch the ground, the double jump doesn't reset. The next time I fall off the rope, I can no longer jump back onto it in mid air.

    I'm still up in the air if this is how I am going to the leave controls, but just thought I support a good feature idea.

  • I'd like to second this. Just ran into this in my current game.

    Would love not have to do the double jumping manually. Just a simple Reset Double Jump action.

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  • Hello,

    > Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?

    >

    Nop, it is not necessary anymore . CocoonJS just for the old cloud (or your project will crash). In addition, yesterday we updated the ATP for C2 to delete de unnecessary dependencies. When installing the plugins at the cloud, the required files will be injected in the project, so you don't have to worry about versioning. We will keep the libraries up to date.

    We are now migrating the rest of CocoonJS plugins into several ATP. It will be possible to have Facebook and Google Play at the same time as they will be different plugins. And we will keep Canvas+ special features (Keyboard, dialogs, device info) on another plugin.

    Cheers .

    Great news, thank you.

  • I use OBS as well it works great.

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ArcadEd

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