Ratmaster's Recent Forum Activity

  • Hi it's been a long time since I opened this thread, so I'm really surprised to get an answer now ^^

    I didn't find it out by myself, there where always some colors that weren't changed so I didn't use this feature after all (not the way I intended to at least ^^')

    I'm really happy that you figured it out, and it's really nice of you to share your results, I look forward to your example

  • brandonP

    Thanks a lot for sharing the info

    I'm glad you enjoyed the tuto

  • Hello everyone,

    I would like to know how to use the multiplayer object to create a turn-by-turn multiplayer LAN game, for up to 4 computers without access to the internet but linked together with a cable or something (by the way, can we do that with a simple Ethernet cable ?)

    For example, let's say we want a very simple card game, where players play in turn and they can only see their own cards (hand), and of course the cards that have been played

    Until now I only created one-screen games so I never had the problem ^^'

    My problems are :

    • How do I connect the computers together on a same game (hardware and software), without relying on the internet ?
    • How do I display content only for a player (his hand)

    Thanks a lot for your time, have a nice day

  • lamar NoSoul8

    I'm glad so many people share their experience and advice in this thread, thank you very much

    I'm working on it little by little, and I hope it will be ok ^^

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  • gumshoe2029 thanks a lot, I will look it up then

  • gumshoe2029 Thx a lot for your new answer

    As I said earlier, the free Scirra's signaling server is unstable (probably because there are now too many construct 2 users and it can't always handle it) and sometimes it doesn't work for a long time :-/ (I had some issues when testing tutorial projects, etc... and I read some forum threads where others construct 2 users were having issues with their multiplayer games because of that too) so I don't want to depend on it ^^

    It's a very important project to me and I really need it to work at all times, so I'm absolutely sure I need my own signalling server to do that.

    My primary goal is not to avoid backend programming at all costs. I'm really glad Construct 2 allows me to do that most of the time so I can focus on gamedesign, etc... but if I have to code a few things to get what I need I will, I just need to learn how to do it ^^

    I'm going to take you up on that offer, I hope your tutorials will help me ^^

  • Ashley

    I already read the multiplayer manual entry (multiple times), but it doesn't explain how to run your own signalling server or what kind of server you need to use for this, and same problem for the "Multiplayer signalling server" Scirra store page, so it was a little confusing and that's why I asked for help ^^'

    gumshoe2029

    This is good news ! I prefer not to run a dedicated server if I can because I need to limit costs ^^

    In his tutorial, blackhornet wrote "The lobby is a dedicated server/host that must be running at all times" so I thought I needed to use a dedicated server to do that ^^' (at least that's what I understood when I read that... :-p)

    Well now I know I can do that, but I'm still confused about 2 things :

    1. How do I install the signalling server on my web server ? (as I said it's not explained anywhere I read)

    2. After installing it, what do I need to do in Construct 2 ? Do I have to connect every peer to a "global" room, and then connect them in a sub-room (I'm not sure how to say that ^^') with a limited number of places (here 2, 3 or 4) when they want to start a game together ? (and connect them back to the global room it they disconnect from the sub-room)

  • Ashley thanks a lot for your answer, I didn't know it could do that and I think it might really help

    Just to be sure, what do you mean by "available games" ? Does that mean that you choose the maximum number of games that can be played at the same time when configuring the signalling server ?

    Because that's what I want to do in my project :

    1. The players start by connecting to a big lobby server, where every player is connected

    2. - They can start a "public" game that everyone can join, or a "private" game that cannot be joined without an invitation, for 2, 3 or 4 players. They are then redirected to a waiting room with a chat and a button to invite other users (if they are not in a waiting room or a game).

    • They can also "join an available game" to join an unfilled public waiting room

    3. No one can join when the game is started, but guests can choose to "watch the game" if they want

    If I understood properly, to run the signalling server I will need a dedicated server and not a classic web server right ?

    Please can I have some advice to do what I described above ?

  • gumshoe2029 thanks for your answer

    I think I may have misspoken (since English is not my first language) and there is a confusion here :

    • I already have a classic 1&1 web server for this whole project, and I have managed to create a classic chat room using

      Ashley 's tutorial

    I tested it (blackhornet's TTTMP-Client-130.capx with changed GAME_NAME, etc... exported and hosted on my web server) but it didn't work and I had an error message "No lobby server found" so I wanted to know how to run a lobby server at all times without having to let my computer on with a browser connected to the lobby page at all times...

    Furthermore I think the free scirra's signalling server is really unstable, because I tried to run the chat example just now and I got this error message :

    Signalling error: [object Event]

    Disconnected from signalling server

    So my questions are :

    I'm really sorry if I wasted your time because my questions weren't clear enough

  • I understand and I think too it's good to be self-reliant if it's possible.

    I was though wondering if Kickstarter may help promote the game and develop a community around it before a greenlight. According to the website "There are no fees if a project is not successfully funded." so even if the kickstarter fails, the game still gains notoriety and people who wanted to support it could still do it in the future ^^

  • Thanks it really helps a lot

    I guess I'll take some time to create a few games (and read your ebook which seems very interesting ) before contacting publishers then ^^

    => Starting with small games for publishers to get regular incomes and improve myself, and then try Kickstarter and Steam Greenlight for bigger projects seems to be a good solution for me, what do you think ?

  • Hello gumshoe2029 and thanks for your advice, it might be helpful

    Can you answer my other questions ?

    • Can I use a classic web server or do I need something more specific ? (If so, what do I need ?)
    • How am I supposed to configure it ? It's not explained in the tutorial and I'm really confused here :-/
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Ratmaster

Member since 27 Oct, 2013

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