[Plugin] Photon Cloud

  • PabloDev I havent managed to get an error yet, I will have to find out what the limit is and try and open loads of windows. But like ThePhotons said I would just do 'Photon > on error' > Display generic error message (Server full, please try again later)

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  • PabloDev I havent managed to get an error yet, I will have to find out what the limit is and try and open loads of windows. But like ThePhotons said I would just do 'Photon > on error' > Display generic error message (Server full, please try again later)

    Ok, thanks for the help.

  • What is the best way for multiple levels?

    I have read some posts saying for design all the levels in one layout but i dont think its a good idea to create 30 levels in one layout.

  • Guessing by the recent activity here, I gather Photon is still a good solution for building online games ?

    What about large scale ? Can we connect many peers like 100, 200, together ? I assume you have to pay at some point. What about 1000 players ?

    If all the player sprites use TileMovement, you would only need to send their position to other peers when they move a tile. Seems like an efficient way to build a web MMO.

    Thank you for outlining the limitations.

  • Hi,

    Im using Construct2 and set photon to Self hosted, and set address to my server xxxx.com:5055

    My Construct2 fail to connect to my photon server, but I'm sure that my photon server is working, because my Unity game is connecting to it.

    What could be the reason?

  • kentoy

    Im using Construct2 and set photon to Self hosted, and set address to my server xxxx.com:5055

    5055 is UDP port by default. See doc.photonengine.com/en-us/realtime/current/connection-and-authentication/tcp-and-udp-port-numbers

    You need to conect to WebSocket (default 9090) or Secure WebSocket (default 19090) server endpoints. The latter also requires additional setup doc.photonengine.com/en-US/server/current/operations/websockets-ssl-setup

  • ThePhotons

    Hello, a question, what is the best way to search for players around the world?

    Would I have to connect region by region and thus seek a game?

    Will this plugin no longer receive feature updates?

    For example, local game without adding code to the online game.

  • PabloDev

    Hello, a question, what is the best way to search for players around the world?

    Would I have to connect region by region and thus seek a game?

    Players connected to different regions can't join the same room or search each other in a lobby.

    Scanning regions is the only option for now.

    Will this plugin no longer receive feature updates?

    The plugin and Photon JS SDK are not actively developed at the moment. We mostly fixing bugs.

    For example, local game without adding code to the online game.

    I don't quite understand what you mean.

  • PabloDev

    > Hello, a question, what is the best way to search for players around the world?

    > Would I have to connect region by region and thus seek a game?

    Players connected to different regions can't join the same room or search each other in a lobby.

    Scanning regions is the only option for now.

    So if the plugin is not going to receive new functions, you mean that scanning the regions is the only option, now and for the future.

    Ok, thanks for the info as always.

  • Hello, one question please.

    I use two PCs to do my tests.

    The two PCs connect to the same router with ethernet cable.

    The two PCs connect to Photon, Photon connects the two PCs, and the game proceeds.

    Is this the same as playing with another person in another part of the country?

  • PabloDev

    You don't need 2 PCs to test Photon plugin. Even 2 clients in 2 tabs of the same browser communicate via Photon servers, as if they were on different networks.

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