Yet-another Multiplayer Demo

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Simple yet very life-like rag doll made with Physics!
  • harrio

    Ah, heroku only need some money.

    I had release source code of server at the first post of this thread. Designer might build one on heroku (or somewhere else). It's running at node.js.

  • rexrainbow,

    take my word for it, designers don't generally like to build servers...lol.

  • Just tested it, pretty cool! nice work,

    is it possible to join an active room?

    could be cool to have a constructworld where our avatars are loaded in and we can chat to each other, could be a nice demo/chatroom :)

  • harrio

    I agree, that why I build this server for C2 designers.

    vtrix

    Yes, listbox on the top-right is to show valid gameroom which can be joined.

    You could test it by joining to lobby, then create a game at other web-tab without press "Start" button. You will see this game shown in listbox.

    About "our avatars", it need to access some database, that might be harder to me.

  • rexrainbow

    yes thats how i tested it, but once you start the room you cant join the existing room, would be cool if you see a list of existing rooms and you can join these... just saying, im currently not looking for multiplayer ability but its nice to see it working

    our avatars, > nevermind was just an idea

  • vtrix

    Indeed, once the game is starting, the room need to be closed.

    I had tried to keep the room opened before, but it's a little hard to synchronize for designers and server (me), so I decide to close the room.

  • I will try to get this working, however could you show me how I would get 2 player and 1 or more shared enemies?

    It won't work btw because I can't open the MiniTown.capx:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Condition ID does not appear to exist in related plugin

    Condition: plugin->HasConditionID(cnd_id)

    File: Projects\EventCondition.cpp

    Line: 37

    Function: __cdecl EventCondition::EventCondition(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> >,class std::allocator<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> > > > &&)

    Build: release 87 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Equinox80

    Hum... I guess, might be re-download hash table plugin and sync-function again?

  • Equinox80

    "2 player and 1 or more shared enemies"

    NPC could be controlled by one of these clients (players).

    There is an "condition: I am room moderator", which could help designer send command only from one client.

    The "room moderator" is the first one entered this game room. Since the room moderator only has one in a game room, it could send some control command to each client.

    I'll check it by myself.

  • Alright sure I will try to re-download them, thanks.

    Edit: Oops it seems I was missing rex-hash. Thanks! :)

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  • Equinox80

    I add MiniTown_npc.capx into

    dl.dropbox.com/u/5779181/bottleneck_demo.7z

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/screen1-25.png" border="0" />

    Sync-function will send and receive commands in the same order for all clients, so the execution result will be synchronization.

  • rexrainbow : AWESOME work!!!

  • rexrainbow: Great! :) However how do I run the server? It just opens up in Dreamweaver, even if I use my command prompt.

  • Thanks.

    Equinox80

    The server is running on heroku, so that you do not need to build your server.

    Just make sure that the "Channel" property in bottleneck plugin is set to

    "http://bottleneck.herokuapp.com/game".

    Another thing, you might need to test capx by exporting to html.

    Source code of this server has put in github in first post.

    The plugin and server still work in progress, so they might be updated.

    I try to add max players count in properties table, it might be useful in card game (4 players max).

  • Update:

    • bottleneck plugin: add max player count at properties table.
    • bottleneck_lobby plugin: add hot game rank.

    Since server could not cache variables, sometimes the hot game rank will be flushed. So it just a reference (or just for fun).

    Also update capx files.

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