Networking in Construct

This forum is currently in read-only mode.
From the Asset Store
Casino? money? who knows? but the target is the same!
  • Would love to see a network plugin too ;D

  • scidave, are there some alpha version of this plugin?

  • I have wished for this since day 1.

    It's really the only thing holding me back from ACTUALLY doing something.

    ~Sol

  • I do have a version, but it wouldn't make much sense to release it until it supports adding/removing/tracking players and supporting message types (you have to manually do this right now).   

    I could release an Alpha once those are added. Then do a Beta with serialization , ping tracking, and other features to make things more useful/robust. I'm still not planning on adding Lag compensation...users will have to do that themselves.

  • Wow sounds great scidave, I am looking forward to being able to test it out.

    Lag compensation should be easy enough to code user-side anyway... since each user will have a much better idea of the situation and how much control/compensation will be needed at the time.

    I can't wait :D

    ~Sol

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Quick update...I've decided to pause dev on this plugin as work is ramping up. Good news is I've nearly completed an Alpha build. Still lacks serialization and better player tracking, but it is close to release so I put the Alpha out before stopping. I'll add the other features/make it more polished down the road.

    Here is a screenshoot of a Netshooter Demo I whipped up (Ghostshooter online):

    <img src="http://i56.tinypic.com/vnzdw5.png" border="0" />

    Link to .exe

    EDIT: Worked with Newt to identify some issues with editbox chat and redoing the .exe now. Will post soon!

    In the .exe the server only supports 2 max clients (but that is just a limitation of the game). Pick your port, put 2 for clients and start server. Then start up another 2 instances picking ports, IP address of server (127.0.0.1 if on same system), and name and start clients.

    Give me some feedback please on stability! I expect lag online (not because the plugin is bad, but because I didn't add any lag compensation)

  • scidave, very good news! Waiting for a link... <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Awesome! Can't wait to try it =D

  • Here's the link:

    box.net/shared/hnspzy7nsityi76fdxsn

  • scidave, very cool!!! But when I shot very fast, application starts freezing on less then 0,5 sec but it is very annoying! Is it working via UDP?

    And how about link to this plugin? <img src="smileys/smiley2.gif" border="0" align="middle" />

  • And what port uses this game?

  • Hey,

    PixelRebirth was having problem with freezing during shooting as well. The plugin only uses UDP, but I put bullets and bullet's sounds over a reliable layer on top of UDP which runs slower.. I switched that to fast unreliable. I think the bug was with the sound though.

    I hardcoded the game to port 5000 for simplicity. I added note to intro screen.

    Once the bugs have been worked out/people have tested it I'll write a short readme and post link to plugin.

    I updated link to new version! I'll be on beta chat for about an hour if folks want to test it out over internet:

    box.net/shared/hnspzy7nsityi76fdxsn

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)