[Plugin] Photon Cloud

  • Ok, solved.

  • ThePhotons

    I fixed the issue with my game's browser version not working!

    The "protocol" was set to ws and not to wss... Just found out while browsing this forum. When should I use ws and when wss? Can I just let it at wss, or are there certain exports that are not compatible?

    Another small question:

    When I used high code numbers in the "raise event" like 2000+, the events would not be called at all. Is there a pattern, or should I use the lowest amount of numbers?

    Also, is it better to use many raise events for different things, or should I use only one or two raise events, that store most of the data in them?

  • ThePhotons

    I fixed the issue with my game's browser version not working!

    The "protocol" was set to ws and not to wss... Just found out while browsing this forum. When should I use ws and when wss? Can I just let it at wss, or are there certain exports that are not compatible?

    Another small question:

    When I used high code numbers in the "raise event" like 2000+, the events would not be called at all. Is there a pattern, or should I use the lowest amount of numbers?

    Also, is it better to use many raise events for different things, or should I use only one or two raise events, that store most of the data in them?

    I think wss is for https and ws is for http. So if the game is played on https://website.com, then choose wss.

    If I remember correctly the possible event numbers are 1-250 (meaning, that you can only use those). Someone correct me, if wrong.

    As for the last question... I personally use both methods (token thingies and separate events), but not sure which is more efficient.

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  • Thank you, that explains a lot. I used numbers like 1001,1002 etc to have a bit more clarity... Well.

    I have some very strong sync issues late in the game (5 min+), and I think that's because of the enemies.

    My game is 1vs1 and both player get their own minion things every few seconds.

    Right now I am synchronizing them by storing E.g. P1 minions values all into one array and then sending it to p2 every tick, same for p2 minions.

    This way they can compare their ID with that from the array and set their position+health etc.

    Is there something more efficient? I just can't get the game to work 100% properly, it always starts bugging around sooner or later, even when reducing it to every 0.25 sec instead of every tick.

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