[Plugin] Photon Cloud

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  • Another holistic question/approach:

    Is there any way where all changes that happen in the layout are updated automatically at every 0.2 seconds.

    Like I wrote earlier, the only changes that could happen are positions of sprite instances, text changes (score) and opacity changes.

    Maybe I am too stuck on the idea that after every action a message has to be reporting everything about the actor that had undergone interaction/change, and there could be a way where all positions, angles etc. is mass processed the whole time?

    That would be a terrible approach. Never ever mass send messages for everything to everyone all the time.

    The best practice for multiplayer games is the opposite, send as few messages as possible.

    Read more on the photon forum or general multiplayer web pages for best practice.

    (Lerp the positions from the position data in the messages instead, after an update.)

  • I guess i found a bug here, when i set my actor name to username variable for the first time, its working fine. After second time i change my username variable, my actor name won't be set to newer one. Anyone facing this problem ?

  • aminhanifm

    I guess you try to change actor name while client is joined to a room.

    This is not possible currently. Actor name is changed locally but not updated on other clients. Actor name is used only during room creation and room join. So you need to rejoin to force actor name update on other clients.

  • aminhanifm

    I guess you try to change actor name while client is joined to a room.

    This is not possible currently. Actor name is changed locally but not updated on other clients. Actor name is used only during room creation and room join. So you need to rejoin to force actor name update on other clients.

    So i have main menu that containing setting to my actor name, then after pressing join random room, it brings my actor name to the random room. for the first time, it's working fine for other actor to see my actor name, then after i leave the room to change my actor name then rejoin the room, my name appears to same like the old one.

    If i need to update on other clients, how to do that exactly ? because i followed photon-test.capx to use this naming actor event.

  • aminhanifm

    Actor name is not updated on rejoin with the same actor number. Only new join updates the name. I meant new join when wrote "rejoin".

    We will hopefully fix this in the next release.

  • aminhanifm

    Actor name is not updated on rejoin with the same actor number. Only new join updates the name. I meant new join when wrote "rejoin".

    We will hopefully fix this in the next release.

    Ahh that's why it doesn't working even i tried to change actor name many times after once joining.

    We will be waiting for the next release, Thanks !

  • Hello, until now I use the free edition, I would like to know when the server is full.

    How can I know when the server no longer accepts games?

  • PabloDev

    If ccu limit is reached, new clients will be refused to connect. Unfortunately, the server does not send any specific error in such case.

  • Wow, just read through all comments and pleasantly surprised to see recent activity. So maybe someone can point me in the right direction.

    My Game (A very basic MMO): Player 1 starts a layout, randomly places 5 trees, goes to second layout and places 3 more trees. Player 2 joins and does the same thing.. Player 3 etc...

    What is the best way to get all previously created objects and display for player 2 and 3, and potentially update when objects are removed. Should the master store all items/changes in an array (uid, x, y, layout) and then generate on every new join?

    I know this will spawn many problems for me so hoping someone can give me general tips.

    Thanks in advance! and ThePhotons Good job BTW

  • Anyway, is it possible to create waiting for other players to finish loading layout and after finished they send finish signal to the players that already finished loading at first? so they can play althogether.

    Because im having trouble with some potatoes device, the first actor that has faster loading and send to nobody because he finished the loader than this potatoes device which still loading to gameplay layout.

  • ThePhotons

    I wonder how to measures my latency / ping ? and is it even possible ?

    If yes, can i show latency / ping to other players ?

  • BronzeBeardGames

    Static objects can be handled in different ways. The simplest would be to store object positions in the room properties. Any client may add or change these properties and they are automatically updated on all other clients.

  • ThePhotons I knew waiting for an answer would help! Thanks alot, that's much simpler than arrays!

  • aminhanifm

    Layout loading:

    If you join a room after layout has been loaded, the "finish" signal would be "on actor join" event. You can simply check the current number of players in the room in this handler.

    Latency:

    To measure round trip time to the server, send an event to yourself (specify client actor id in TargetActors).

    The same works for rtt to players. Send and event and reply to it back to sender.

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  • aminhanifm

    Layout loading:

    If you join a room after layout has been loaded, the "finish" signal would be "on actor join" event. You can simply check the current number of players in the room in this handler.

    Latency:

    To measure round trip time to the server, send an event to yourself (specify client actor id in TargetActors).

    The same works for rtt to players. Send and event and reply to it back to sender.

    I got it work for waiting for other players, thanks !

    But i have another question for this rtt, should i use construct 3 built-in addons like platforminfo plugin to measure rtt of my latency ? then send this latency to myself ? or photon plugin itself has an ability for this ? sorry it's hard to understand for me to measure this rtt..

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