[Plugin] Photon Cloud

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  • > Hi guys,

    > I am developing a multiplayer game using last release of photon plugin 4.0.0.6.

    > the html5 version works perfectly on my site [you can try it here http://shoteam.altervista.org/mpBottle045/], but when i try to upload it for hosting on scirra arcade or kongregate Platform, the multiplayer functions does not work.

    > any ideas?

    > thx

    >

    Hi,

    Can you please explain what "does not work" mean? Any errors, logs, other helpful info?

    Do applications w/o Photon plugin work for you?

    Thank very much for answer.

    Simply, does not connect to the server. You can try here https://casesteel.itch.io/flip-bottle: if you click on "CONNESSIONE", nothing happens. The same happens when i upload my game on Scirra Arcade [here link https://www.scirra.com/arcade/music-gam ... e047-17925] or Kongregate.

    Instead it works well on my site, as you can try here http://shoteam.altervista.org/mpBottle045/

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  • dokthor it dosen'T work on kongregate or thhe scirra arcahde or itchio because they use HTTPS and your game is set to Websockets not Secure Websockets

    http://i.imgur.com/JMizda7.png

    Make sure to set the protocol to Secure websockets when you upload your game to secure websites.

  • dokthor it dosen'T work on kongregate or thhe scirra arcahde or itchio because they use HTTPS and your game is set to Websockets not Secure Websockets

    http://i.imgur.com/JMizda7.png

    Make sure to set the protocol to Secure websockets when you upload your game to secure websites.

    Ohhh !!!

    I'm going to try it.

    thank you so much <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • > dokthor it dosen'T work on kongregate or thhe scirra arcahde or itchio because they use HTTPS and your game is set to Websockets not Secure Websockets

    >

    > http://i.imgur.com/JMizda7.png

    >

    > Make sure to set the protocol to Secure websockets when you upload your game to secure websites.

    >

    Ohhh !!!

    I'm going to try it.

    thank you so much <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    works perfectly

    Here the link to the Arcade Scirra version https://www.scirra.com/arcade/multiplay ... on=updated

    Thanks again for your help <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • [quote:3mi7u0ts]@Christmas Please read Photon Chat intro: https://doc.photonengine.com/en-us/chat ... chat-intro

    It describes how chat works and is applicable to for any Photon Chat SDK including Scirra.

    You can't forget that part of the appeal of Construct 2 is that it uses an Event System that non-coders can understand to 'script' your games. Bear in mind that a large portion of Construct users will not be coders and its not always satisfactory to provide them with code to help solve their problems, they need to be addressed on the Event sheet.

    Its very simple to add comments and annotations to the Event sheets and all tutorials or demos should include them to help the average Construct user better understand how things work. It would be nice if the Photon plug-in demos could be updated with clear instructions. You'd likely get more users picking it up and passing on their knowledge, increasing understanding of the specifics of the plugin so that more Construct users will turn to Photon for their multiplayer solutions.

  • ... Bear in mind that a large portion of Construct users will not be coders and its not always satisfactory to provide them with code to help solve their problems, they need to be addressed on the Event sheet.

    Are you sure that it's possible to solve Construct problems with code? This is probably advanced technique which we never used before.

    If you still have any problems please describe them clearly.

    [quote:105t5owj]Its very simple to add comments and annotations to the Event sheets and all tutorials or demos should include them to help the average Construct user better understand how things work...

    Plugins have short items descriptions which show up in editor's help line. Of course this could be done better. But having limited resources for C2 development, we focused more on bug fixes and upcoming C3 migration.

    Note also that we do not provide tutorials and can't update them. Authors did a great work describing in details how things work. I doubt that this could be significantly improved.

  • Hey, I'd like to use your plugin, but I seem to have an issue: whether it's my own game or your demo capx, I have this error in the log; NameServer authentication failed/3101

  • Hey, I'd like to use your plugin, but I seem to have an issue: whether it's my own game or your demo capx, I have this error in the log; NameServer authentication failed/3101

    Hi,

    Did you set up app id as described in SDK's readme.txt?

    Please see browser logs for more details on error.

  • Oh. I pasted the infos in the wrong spot --'

    I had another question: does the client remain connected even if we change Layout?

  • Oh. I pasted the infos in the wrong spot --'

    I had another question: does the client remain connected even if we change Layout?

    I do not see any reasons to disconnect. The simplest would be to try it and see.

  • Construct 3 Photon and Chat plugins beta versions added to Photon Scirra SDK. Please find updated SDK at https://www.photonengine.com/sdks#realtime-scirra (you may need scroll down a bit).

  • Construct 3 Photon and Chat plugins beta versions added to Photon Scirra SDK. Please find updated SDK at https://www.photonengine.com/sdks#realtime-scirra (you may need scroll down a bit).

    Hi,

    i did notice a small bug in the pool-template (the fish game)

    when you start the game on other browser (to get the second player)

    it spawn 2 players from the first position (0,0) ... it should spanw one player (the second) and update the position of the first player

    could you take a look on it ?

  • ...

    it should spanw one player (the second) and update the position of the first player

    could you take a look on it ?

    Hi,

    This is a very basic demo. it uses only destination position to calculate trajectory. This single position used also when remote fish instance created on room join. You can add current fish position and how much time left on the way to the destination in the event sent in "On action join" trigger. These values should be enough to calculate more precise trajectory for remote fish. Also you may want to hide just created instance until such event received. Otherwise fish may "jump" into valid position from left upper corner.

  • Hey ThePhotons I am using the Photon plugin for a 2 player multiplayer game.

    I noticed that always only the master client was running smoothly and I thought I did something wrong,

    but it turns out that the clients (not master) are all running only with 30FPS as soon as data get send or received.

    This is also the case in the pool demo, so it's not my fault.

    Is this behaviour intended?

    Can I disable it somehow?

  • Never mind...

    It seems this bug only happens with the experimentell chrome canary browser.

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