[Plugin] AirConsole - local multiplayer for your game

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Ludo Local Multiplayer board game can be played by 2 to 4 players
  • Well, it's a beta and I cannot test, we are working on a game and do not install beta versions. I'm on r239 and I cannot repro. I did a clean plugin install with the latest and that doesn't happen. Try downloading the plugin from my Git repo: https://github.com/Psychokiller1888/air ... le.c2addon This is the one awaiting merge on the official repo. It does have a few fixes

  • Well, it's a beta and I cannot test, we are working on a game and do not install beta versions. I'm on r239 and I cannot repro. I did a clean plugin install with the latest and that doesn't happen. Try downloading the plugin from my Git repo: https://github.com/Psychokiller1888/air ... le.c2addon This is the one awaiting merge on the official repo. It does have a few fixes

    i tryed r239 and the problem is gone! <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised"> something is going on with the new beta version. Stay alert!

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> thanks

    Also if it helps: The problem was using Personal Licence Construct 2 r241 x64 in AMD PhenomX4 II 3.8ghz with 8 gb of ram with Win7.

  • Ok, that will surely be addressed till the new release. Glad it finally works for you!

  • Psychokiller1888,

    Hey mate!

    Thanks so much for all the effort you make into improving the AirConsole plugin.

    I have a quick question though...

    I cannot make the onMessage key is "something" working using the AirConsole simulator.

    I would like to know if you ever encountered issues with it.

    So what I did:

    On Controller.html I send this:

    var airConsole =  new AirConsole();
    airConsole.message(
            AirConsole.SCREEN, {
            key: "keyValue"
    });
    [/code:zgkew4a7]
    
    And on [b]Construct2[/b] I did this:
    
    [code:zgkew4a7]AirConsolePlugin.OnMessageKey is "key" --> Retrieve "keyValue" and do something[/code:zgkew4a7]
    
    Unfortunalety, The AirConsole OnMessage Key is never triggered.
    I use the latest stable Construct 2 release r239.
  • anthonykojima

    This is because I have to guaranty backward compatibility, and "key" is reserved for the old implementation unfortunately. I do agree I have to make that clear somehow, sorry for that. Use something else than "key" in your message, exemple

    var airConsole =  new AirConsole();
    airConsole.message(
            AirConsole.SCREEN, {
            location: "room1",
            temperature: "22"
    });[/code:1pyp9df7]
  • AirConsole team just merged my Github pull request.

    Introducing persistent data for AirConsole on Construct 2

    Added in version 1.4.7

    • Couple of cosmetics
    • Couple of little fixes and and there
    • New conditions:
      • onPersistentDataLoaded - Trigger - Triggered when the requested persistent data have loaded
      • onPersistentDataStored - Trigger - Triggered when your persistent data have been stored on the servers
    • New actions:
      • requestPersistentData(uids) - Requests persistent data from the server. You have to specify the device uids the request is for. If more than one, separate them by comma. Triggers onPersistentDataLoaded when done
      • storePersistentData(key, value, uid) - Stores persistent data to the server. Triggers onPersistentDataStored when done
    • New expressions:
      • PersistentData - A JSON string representation of the persistent data loaded by the last requestPersistentData in a C2Dictionary format.
      • Highscores - A JSON string representation of the highscores loaded by the last requestHighscores in a C2Dictionary format.
      • GetUID(deviceId) - Returns the globally unique id of a device

    Check it out on Github:

    Official AirConsole repo: https://github.com/AirConsole/airconsole-construct2

    My fork: https://github.com/Psychokiller1888/airconsole-construct2

    Feel free to contact me for additions, missing parts etc etc

  • Hi, i have some problem with this. On the beginning everything was just fine, work great, but now the simplest think canot work for me...

    Now im trying to make "game" that display AirConsole.DeviceIDJoin on screen for each connected player. It work for 2 player but newer for 3 or more players.

    file too airconsole with controler (controler copied from tutorial)

    http://alfateam.cal.pl/air/Grawitacja2.zip

    and construct2 file:

    http://alfateam.cal.pl/air/plik.capx

  • Max player setting, max player setting <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/tutorials/9414/c ... nsole#h2a5

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  • Is this something new?

    Thanks for fast answer

  • I added it in version 1.4.0

  • Hello Psychokiller1888 ! I'am testing my game using wamp server (localhost). My game has a maximum of 4 players.

    My problem is that SOMETIMES when the game loads ONE of the devices gets hold of two players, and when I see the text (nickname) of who is suppose to be the 2nd player is the same nickname as device1.

    My code is the same as in the example (https://www.scirra.com/tutorials/9414/c ... nsole#h2a5).

    If deviceID1 = 0 then Set deviceID1 to Airconsole.DeviceIDJoin.

    Else deviceID2 = 0 then Set deviceID2 to Airconsole.DeviceIDJoin.

    Else deviceID3 = 0 then Set deviceID3 to Airconsole.DeviceIDJoin.

    Else deviceID4 = 0 then Set deviceID4 to Airconsole.DeviceIDJoin.

    Does this happen because the two devices are loading at the same time? Or because I'm testing it on a localhost?

    Please let me know how can I fix this. I will appreciate any help.

    Thank you!

  • Quite honestly, the simulator is so bad that you shouldn't fight for that SOMETIMES. The best way to find out is to upload your game to airconsole. Don't be scared, games aren't published at that point, but you will be able to test the game as real, in a preview mode

  • Psychokiller1888 , I was thinking about that too. I will upload the game to airconsole.

    Thank you for the quick response!

  • im having the problem with "Rate limiting to 10 messages/updates per second." but i don't know how to restrict messages in screen.html

  • There's a rate limiter script available on the official git repo

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