TackerTacker's Forum Posts

  • Thanks for the updates latly, great stuff.

    I got a couple questions:

    What's up with this 500 Msg/s limit ?

    According to the calculator on your website I can send 31 Msg/s for a 4 Player game before i hit this threshold. How can that be enough for a realtime game?

    The fish example works because of the choosen input method, but what about games that are controlled with gamepad or WASD ?

    This kind of games have a much less predictable movement and have to be updated frequently.

    Construct 2 runs with 60 FPS, so if I update my 4 players position every other tick im already at the max Msg/s allowed.

    I know i can update less per sec and interpolate between the received updates but you can only go so far with that before it get's wonky and thats only the 4 player possitions, what about bullets, enemys, level changes...

    Why can we only send strings ?

    Can we? Maybe I overlooked something?!?!

    Else, is this a general limit of photon or is this specific to Construct 2 ?

    I mutch rather would prefer to have it more like in the official C2 Multiplayer plugin.

    What i'm getting at is that with the focus on limiting the Msg/s i feel like i'm forced to send big clumps of data at once instead of trying to keep the bandwidth low and send small data more frequent and bigger data less frequent.

    In my understanding the later method will result in more fluent gameplay and less stress on the server, no?

    Or are the Msg/s more straining for a server then the bandwidth?

    I made a messy test for an 8 direction movement that sends small data often and bigger data rarer.

    test.capx

    I send the user input in an small interger every 0.1 second

    and correct the deviation with the bigger data (x,y coordinate) only every second.

  • Thanks, Cool FX.

    I made a nice example with it, check it out.

  • A behavior version where you can check for the distance to an obstacle on angle x would be quite usefull to build better AI.

    Something like AI_Sprite.raycast.checkDistance(angle) would return the distance to the obstacle at the angle choosen.

    image

    It could be used to support the pathfinding behavior to:

    1. keep the AI from grinding along the walls (keep a little distance from walls or move in the center of hallways... stuff like that)

    2. interact with or avoide moving obstacles without refreshing the obstaclemap of the pathfinding behavior

    I know this is all possible with the plugin how it is right now, it would just be more convenient this way i think.

    Something like trace ray at angle x starting from pos x,y with max length x would be great no matter what tho

  • Ok, thanks for the clarification.

  • ... and I will keep everyone up to date once we're close enough to start giving ETAs.

    ETA for Spriter2 or has the announced performance update for Spriter(1) no ETA yet ?

  • like i said as long as you don't expect any further features you are golden.

    But you got a very real game in the pipline and it may make the guys at photon pay a bit more attention to the constuct2 community.

    I really hope so, it's not like I don't like this plugin or the photon guys , i just stated the facts within my best knowledge of the situation.

    still even without any feature updates its a solid plugin, all i say is dont expect any more then that based on the previous responses.

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  • digitalsoapbox don't hope for any kind of features for this plugin any time soon ...if ever.

    If you look through this thread you'll find that this plugin only got 1 single feature update back in March 2015, one month after release.

    Either you can pull off what you have in mind with the functionality already provided or you look for an alternative, like the official MP plugin.

    A good thing is they at least keep providing bugfixes if something breaks.

    I have the strong feeling that unity is their main focus and they dont pay much attention to the construct2 community.

    It would be really nice from the photon guys to just say that they dont plan on adding features to this plugin and

    dont keep saying "not implemented in the plugin YET" these are just delaying tactics and a huge waste of time for everybody.

    But that's just my opinion and i could be wrong. Time will tell i guess

  • Great additions

    I updated the icon Icon

    [ EDIT ]

    Rexrainbow had problems with the icon above so here is another update

    This one works for me and rexrainbow.

    And I know much more about icons now.

    Cheers

  • Hey, great plugin. Thanks for sharing.

    I made an icon you can use if you like it. icon

  • I found this online.

    https://github.com/andrew/node-xbox-controller

    Ashley would that make vibration possible at least for nw.js ?

    I had some interesting gameplay ideas with gamepad rumble for my current project.

  • That's great, thanks for the effort Mike I'm gonna check it out right now.

    • Post link icon

    Ashley are you in contact with MadSpy ?

    I don't know what version of Nw.js and greenworks he's using but it seems he has it running in some constelation in his thread

  • Aww man data loss sucks

    But no problem, there are plenty of other tutorials and examples from you guys that i can work with.

    I just thought this demo would be a great all in one starting point.

    I probably wont need the example anymore by the time you've recreated it, but I think it would be a good idea none the less for other people to get an easy start with spriter.

    Cheers

  • Hi lucid, i was wondering if there is a .capx of the example demo ?

    It would be realy great to have an all in one example like this, if you dont want to hand out the cat graphics just water mark them like you did in other example .capx

  • I mad a tweaked version too and build a small use case example for it.

    weightedPropability.capx