mgsoftwaring's Recent Forum Activity

  • Hello

    I have a problem with multiplayer animations

    I have a figure that is shown in 4 animations, a frame is still and a frame with an "OK" with the hand obviously one for each player. The animation must be turned over with the ok when the user has bet and at the end of the bets all 4 players go to the starting position

    The problem is this: the animation that turns the figure with the "ok" works correctly, whereas when the figure has to return to the original position once it works for all four players, the next hand turns 3 on 4 a few times 1 on 4 then returns to turn 4 of 4, in short, random. The procedure responds to a broadcast message that is received by the peers and each animation has a different name based on the color of the player

    The game is almost over I still have this problem which is difficult to solve as it is random.

    You have suggestions

    Thank you

  • HI to all.

    How can I check if I'm connected to an ICE server after calling AddICEServer?

    Thank's

    Regards

    Mimmmo

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  • Hello

    first of all thanks for the tip, but I connect from networks without 4G or cellular, from conputer behind standard modem / router provided by the manager of the line. The game for now is only for desktop PCs, later we will also make the version for mobile devices.

    I also suspected that the problem was NAT, but I already have a Scirra signaling server installed on a VPS server, do I have to pair a TURN server and find documentation about it?

    Thank you

    Mimmo

  • I have a problem with peer connection when peers are on the web and not in a local network.

    Multiplayer plugin works well when all the players are on the same internal network, but if they are scattered around the web the peers cannot connect to the host even if they are logged properly and are in the same room as the host.

    There are some posts that highlight the problem but without a solution.

    Now I would like to understand if there is a way to remedy the problem, in the official documentation I found no trace of it, indeed it would be appropriate for Scirra to highlight the thing, before you get it done and then having to change everything to the finished product.

    Yes the game is ready but in multiplayer it's not going.

    Questions: if I have to use WebSocket do I have to change all the messages between the various objects / players? If it means starting from 50% of the game: terrible !!!

    Give me a suggestion, please

    Mimmo

  • I have the same problem

    But should changes be made only to the signaling server or even to peer networks? Because if it has to be done on peer networks it becomes a problem, it's impossible

    I think I understood that I could use websocket or similar but I have to review the whole game, now that it works at 99% it's a real problem

    Thanks for any suggestions

    Mimmo

  • Hi everyone,

    a serious problem occurred to me now that I've finished a multiplayer game. Played in a local network the game works well.

    It is now on a remote server and the players are in different places with different connections; when the first player connects everything is ok. Correct connection as host and excellent stability no disconnection from the room even after a long time even if you do not play.

    The problem occurs when peers enter; the player enters the room but afterwards when a second Kicked event appears in the chat messages. With the motivation that he can't connect to the host. Which could be the motivation.

    Do peers fail to connect because the various routers prevent the entry of replies? Or: does the game have runtime version 2 and version 2 has problems with multiplaier?

    Tell me if you have a solution or an idea

    Thank you

    Mimmo

  • Buongiono

    we have a problem with the multi-user version of our game. I see the problem that comes in being connected

    The game includes 4 players, each of whom chooses a color and a name to play.

    The connection phase takes place as follows. The player has to choose a room with which to play and at this stage the game tells me how many players are present in the room at most I can enter in 4.

    The first problem is born here. when the room is empty, he replies that there are 4 empty seats while after the first player has entered (host) for the others the game always answers that there are 3 free places even if the connected players are 4.

    In the chat I'm trying to connect to a different room.

    Basically the first two players entering the room are perfectly connected and play correctly. while the second 2 players do not receive messages from the host i nor send them to be re-transmitted to the other peers

    We have tried to entatre alternately with different colors but always the first two play and the other two seem not collgati.

    We can not understand why because if everyone is working correctly, what we have sabiliated in the code.

    Thank you

    Mimmo

  • Hi to everyone

    I uploaded an HTML game on one of my servers and it works on every desktop browser. I tried to run it on a 3 gen Ipad, but it loads the game up to about 90% and then blocks it by not starting the game

    You have suggestions

    Thank's

    Regars

  • Hi everyone

    someone could tell me where I can find a well done example on how to insert a web game on Google Play, in addition to the example of the manual that is clear but does not say what should be done side game

    I repeat nin for andorid but web

    Thank you

  • Hi,

    i have deleted a few plugin and now editor dont'start it's blocked at99%

    Cai I do someting?

    MImmo

  • ludikproject.com/kimeryos

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  • Hi everyone

    I have a problem with construct 3 but I'm using the runtime version 2

    I create the game in HTML, construct creates in fiuloe .zip, I load it on my server and the game is random and I do not understand why.

    In the editor it works correctly while online stops responding

    You have suggestions

    Thank you

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mgsoftwaring

Member since 7 Nov, 2017

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