Integration with Photon Cloud: Multiplayer

  • Velojet

    Okay I contacted Austin from clay.io about integrating the clay.io plugin's multiplayer lobby feature with your photon plugin. He told me that if enough people want it, he will do it. This could make a real commercial quality multiplayer system for construct 2, it could end up being an amazingly easy way to create real multiplayer games with lobbies.

    So if you guys want it to happen please reply saying you support it.

    I SUPPORT IT! YEAHHHHHH PUMPKINZ!

  • Velojet, this plugin is awesome! I'm really looking forward to the implementation of different rooms and smooth movement :) Keep on the great work!

  • I also just waiting for udp support for smooth movement for a fast 2d shooter <img src="smileys/smiley1.gif" border="0" align="middle" />

  • do you know when this plugin is going to be released?

  • When there will be support with the java-sdk, switching to udp in photon cloud, would it be possible then, using the platform behavior? Or integrate multiple controls in the photon behavior?

    Everything related to movement will send unreliable packets, everything else then tcp or reliable udp?

    If yes, will it be in near future?

    There is no UDP in websockets, there's only TCP. This can work for some games, but not good if quick and reliable response times are needed. UDP is possible using WebRTC, which is only supported in Chrome and Firefox (and Webkit GTK+ will support it soon as well, if not already). For very large multiplayer games, you may want to check if the Photon HTML5 client supports WebRTC and not just Websockets.

  • JoyfulDreamer

    To quote from the Photon Cloud documentation: "Update stats, positions or your current turn. Photon will send it as fast as possible via (optionally) reliable UDP, TCP or Websockets.".

  • The other question is: does it use compression? ;) (that is, conversion of JavaScript objects and values to compacted binary values) this can greatly bump the throughput. ;) There are articles on this on how compression of data in JavaScript multiplies the amount of data sent per packet.

  • JoyfulDreamer

    You'll find answers to your questions here.

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  • Hmm, "several headers reflect the properties you expect of Photon: optional reliability, sequencing, aggregation of messages, time synchronization and various others", sounds really good. Would be awesome to have these(and more) features implemented.

    They say they got reliable udp, but what's the difference between reliable and unreliable udp? I googled a bit and can say now: tcp setting up a connection and getting sure, every packet is sent(reliable and slower). Udp(without connection) is sending regardless if the packet arrived or not(unreliable but faster).

    So what's reliable udp then?

    edit: I find this also interesting -> link

  • ... They say they got reliable udp ... So what's reliable udp then?ikipedia has a short article on RUDP. Bottom line: "RUDP implements features that are similar to TCP with less overhead".

    ... I find this also interesting -> link

    Just keep in mind that that page refers to Photon Server, not Photon Cloud, which is what my behavior/plugin targets.

  • > ... They say they got reliable udp ... So what's reliable udp then?ikipedia has a short article on RUDP. Bottom line: "RUDP implements features that are similar to TCP with less overhead".

    > ... I find this also interesting -> link

    Just keep in mind that that page refers to Photon Server, not Photon Cloud, which is what my behavior/plugin targets.Photon Cloud also supports it if take the cloud part of the documentation as correct information.

    doc.exitgames.com/photon-cloud/QuickStart

    First paragraph under SEND EVENTS.

    Edit: Derp, didn't pay attention to the quotes properly lol

    ---

    I'm pretty interested in C2 compatibility with Photon Cloud and wish it the best :D

  • Nice Velojet you Rock!

    Tell me one thing are you going to make an oficial addon for this?

    I'm trying to make a game by turns.

    Player 1 Select Options.

    Player 2 Select Options.

    Then Sprites make the movement and actions happens.

    My concept of multiplayer right now its not based on a platform game with 2 players movings.

    Which I guess it can be easier to code.

    I'm betting your examples help me out with this!

    Thank you for this help really!

  • Just saw this thread...looks really exciting! Looks like you are making this plugin exactly like it needs to be..nice and high level!

  • Are you still developing this plugin?

  • DarkevilPT

    Thanks for your compliments!

    It's up to the Scirra and Photon teams whether it becomes an official addon.

    Good luck with Constructing your game. Please feel free to ask if you need help with using my PhotonClient behavior.

    scidave

    Thanks for your excitement and stamp of approval! It means a lot, coming from someone who's put so much time and effort into developing a CC networking plugin.

    You're quite right - my aim has been to make a high-level plugin that makes it possible for someone who doesn't want to get their hands dirty with sockets and servers to make a multiplayer game.

    MrOtton

    I'm waiting for people to try it out and give me feedback before I develop it further ;)

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