lennaert's Recent Forum Activity

  • Is the textbox big enough for the reply ?

    Also, you can hit F12 or CTRL+SHIFT+J for the console, and perhaps check the network tab, and filter for your url,

    If you then click on your url in that pane you get a few tabs with your request with information regarding headers and reply.

  • I see you use single qoutes in the url, those will not work.

    make sure the results of your data url looks like something as:

    site.com?option=something&scale=1

    and not like

    site.com?option='something'&scale='1'

    Just remove the single qoutes stuff

    Also, it might be a good idea to give your request a tag, and use that tag with the on completed trigger too.

  • >

    >

    > Why not ?

    >

    > Socket.io is far more susceptible to lag and packet sniffers.

    >

    for packet sniffers you can sync things and make sure data will received

    but multiplayer plugin problems are :

    - some modem configures can not connect to it

    - all browser dont support it or dont support it well

    - when a user get disconnected (for net problems) it not reconnect to same room fast and we can reconnect it but it takes a lot of time for : connect to signalling > loggin > go to room > connect !

    it really not a good tool for big games because with socket.io you have control of everything and when a user get disconnect you can reconnect it fast

    multiplayer plugin just desing for small games . you can just play scirra ghost shooter demo wich you can not play it for more then 20m because game will end if you have a small connection problem !

    Yup, most of of the above stands, but you can narrow down lots of issues with decent implementation plans.

    -Connections over routers/modems: Use dedicated signalling and ice servers for optimum results.

    -It is true, WebRTC is not widely supported yet, but it is quickly getting there.

    -I would guess any game loosing its signal to the host requires a form of logging in again. with a good fallback plan, one could easily come back to the game. If you have been playing for some time, you would not mind having to wait 10 or 30 seconds before being able to play again (assuming the connection loss was an oddity)

    -Game size: this is just a matter of design. If you plan on making a map with dozens of players real time playing, then you can expect problems with bandwidth consumption. To add, fiber connections are becoming more and more popular in home based situations, greatly reducing the issue.

    If you compartmentalize your gaming map, you can easily make a huge multiplayer game. Just be careful what gets synced, and if a certain amount of users could exceed decent bandwidth usage, then limit the max amount of players.

    Then, combine the construct 2 multiplayer with Ajax and a php/mysql backend, then you can do nearly anything most mmo's are capable.

  • The weaknesses of having a user be the host and not a dedicated server

    It is in the approach of the multiplayer plugin.

    It is based on a scenario where the host is one of the players.

    Eliminating the need of a server.

    This has has the obvious upside.

    The downside is that it is not the approach most gamers would expect, and those generally start out applying methods based on an incorrect idea of the expected game mechanic.

    One really needs to envision the steps of: (simplistic)

    Host wants to move

    The host simply moves his object and its movement is synched in a broadcasting like method, telling all the peers where the host object needs to go.

    Peers wants to move

    In most synched scenarios, the peer needs to tell the host where it wants to move, the host then move the object on the host game, and it broadcasts it to all the peers, including the peer wanting to move.

    Peer forced moving:

    When the peer wants to optimize the positioning of its object; while sending the movement to the host, the peer can also move its synched object in the direction it has told the host it wanted to move. This forces it in a direction, closer to the next synched position the peer will receive for its own movement, potentially increasing more smoothness on the moving.

  • > Can you not download the license from your account here on scirra and try that ?

    >

    > I am not to sure steam account holders have that, but I can download and import my license from: Scirra store >> bottom left, your downloads, then in this list is my scirra license, which I can download.

    >

    Steam licenses are NOT compatible with standard licenses, which means the steam license cannot be downloaded from scirra, and vice versa.

    Thanks for clearing that up ^_^

    I was under the impression the only thing that was different with a steam account was the way construct was/is installed.

  • capx

    here is one way

  • Can you not download the license from your account here on scirra and try that ?

    I am not to sure steam account holders have that, but I can download and import my license from: Scirra store >> bottom left, your downloads, then in this list is my scirra license, which I can download.

  • You could try "Push out solid".

    Rex has it in one of his plugins, and there is also a version in the custom movement behavior.

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  • The text object you're trying to show the string in is probably not big enough. The string variable is probably being set correctly.

    Did you take your time to read this ?

    I'm testing AJAX for a new project.

    When I import a simple string from a project file and use a Text Box and set TextBox.text to AJAX.LastData, it works fine.

    If I use a string variable, and say StringVariable = AJAX.LastData, the string ends up blank.

    Sorry Ashley, could not resist

    edit: it was solved already though

  • It sounds like you want to determine position on the peer side on an object synchronized from the Host. that will not work.

    The host needs to adjust the locations/spawn synched objects on locations, and they will appear so on the peer side on the location determined by the host. The peer can send commands to the host where he needs to move/create them though.

  • ...the only limit to complexity is in you...

    That is pretty catchy, and very very true.

  • Yes it could definitely support that; performance wise, most of it will depend on the amount of sprites and their sizes. (and yes obviously hardware too)

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lennaert

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