digitalsoapbox's Recent Forum Activity

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    > 1. I wasn't looking for random matchmaking, but a way to only return rooms which meet certain criteria like game mode, a specific stage, etc. Does that make sense?

    >

    >

    You can iterate over room list and check criteria on each item. Photon does not provide filtering for room list request.

    It does so only when "join random room" operation invoked (not implemented in plugin yet as I said)

    I see. Thanks for the head's up. Any idea when such functionality will be added to the plugin?

    • N
  • Thanks for this!

  • Have you guy tried splitting the debugger menu from the actual game window. I've notice that If i am debugging with both the game and the menu on one window It tend to fuck up but if i manage to split it up it runs like a charm. such as debugger in one stand alone window and the game in the other window.

    The problem may just be the debugger itself that is taking a toll on the engine. and is not calculating properly and perhaps that there is a frame-rate math that is causing itself to loop infinity times over. but that just a guess on my part.

    It's not the debugger, the same performance issues occur without it enabled .

  • 1.Random matchmaking is in our todo list but I don't know when exactly it will implemented.

    2. Please find room list handling sample in demo-test. Looks like you iterate extra room. Use Photon.RoomCount - 1 as upper bound.

    3. You do not need to send strings or any other payload. Assign different event numbers to each key.

    Event behavior is not affected by payload type. This is hardly possible that same event works with coordinates but fails with string. Please search for errors in browser console log and let me know if something useful is there.

    4. Photon events are identified by numbers. In conventional languages constants or enums are used for such things as event codes. If you know C2's equivalent for constants, feel free to use it.

    1. I wasn't looking for random matchmaking, but a way to only return rooms which meet certain criteria like game mode, a specific stage, etc. Does that make sense?

    2. I'll take a look, thanks, though I don't remember there being much detail on retrieving the room list at last glance.

    3. By "string" I mean sending, say, "left" to trigger an action in C2 as opposed to sending X/Y value. But I think I figured it out, and it was an issue on my end.

    4. Makes sense, it's just that being able to name a Photon event instead of numbering them would be easier to keep track of.

  • ThePhotons

    Does this plugin work with the recently announced XB1 support?

    *EDIT: It seems to work just fine on XB1. Very exciting!

    Are you planning on adding room filters and a direct way to retrieve a room list to the C2 plugin? Those would be useful features.

    I get an error right now what I'm trying to retrieve a list of all of the available room names:

    I've also tried using events to send strings to start movement instead of X/Y position, hoping to reduce the number of events I'm sending to Photon, but it doesn't seem to be triggering on other peers. Any advice on this?

    And if you're still looking for features to add, it would be really nice to name events instead of just number them. So, instead of "on event 1," it could be something like "on event 'userinput'." It would help to keep track of what's doing what more clearly.

  • Mr1H

    I've done this in C2. It's not especially difficult, just plan out your XML schema so that certain X/Y coordinates are used for different values in the XML.

    For example, this is my format for weapon settings:

    <weapon>
            <playerWeaponID>pistol</playerWeaponID>
            <playerWeaponName>Pistol</playerWeaponName>
            <playerAmmo>6</playerAmmo>
            <playerAmmoMax>6</playerAmmoMax>
            <projectileCount>1</projectileCount>
            <projectileSpeed>1400</projectileSpeed>
            <projectileRotation>0</projectileRotation>
            <projectileGravity>0</projectileGravity>
            <projectileLife>1.25</projectileLife>
            <projectileFireRate>0.325</projectileFireRate>
            <projectileExplode>0</projectileExplode>
            <projectileBounce>0</projectileBounce>
            <projectileTrail>1</projectileTrail>
            <projectileVFX>0</projectileVFX>
            <projectileSFX>revolver_fire_01</projectileSFX>
            <projectileBounceSFX>ricochet_01</projectileBounceSFX>
            <projectileHitSFX>cartoon_punch_01</projectileHitSFX>
    </weapon>[/code:1p60ug27]
    
    WeaponID is from 0, Y. WeaponName is in 1, Y, etc. Implementing it as a function that loops through all of an array's rows/columns is fairly straightforward if you plan ahead.
    
    @Kyatric
    Of course the file can be downloaded.  It's just a text file. Invoke a download of the resulting string with the Browser object.  It's a pretty good way to save user settings locally as well.
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  • Cool, no worries, thanks for all the info!

  • keepee

    It's a bug. I never implemented pasting multiple effect objects correctly. Basically the plugin needs to be updated to draw exactly like c2's runtime does, but I haven't gotten to it yet.

    Do you have any plans to look into this any time soon? I just ran into the same issue, and while I can probably work around it, not having to would also be nice .

  • Having the exact same issue, along with other icons throughout the interface (expand/collapse events, etc.) being too small to click on. Also SP4 Pro.

  • I'm trying to get C2 set up properly on my Surface Pro 4, but a lot of the interface (icons in panel bars, collapse/expand in the events/actions, etc) are so tiny that they're VERY hard to interact with. Is there a way to scale these icons so they don't look like they're about the size of an ant's leg?

  • Mostly because older games ran at a much lower resolution. I'd suggest just doing everything at 1x pixel size and then scaling up to 2x after the art is done, or scale up in C2.

    Another thing to keep in mind that a lot of indie devs seem to overlook is making sure the game itself runs in a lower native resolution, otherwise you'll end up wasting CPU/GPU resources to render low res art. In C2 you can turn off HQ scaling as well, which will give you a more accurate low resolution appearance and better performance.

  • Rockstar dev to clone other dev's games?

    Seems legit.

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digitalsoapbox

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