SgtConti's Recent Forum Activity

  • I stumbled upon this a few days ago:

    TideKit

    It promises Native performance for HTML5 apps, is that even possible?

    As said, im not 100% sure if this is actually something doable for C2, if it is, and it works, it would be awesome

    If you are to lazy to checkout their homepage, but love looking videos, check out their video

    .

    Little side note: TideKit is the former TideSDK.

    So, it could be something, or couldnt, let's wait and see.

    • Conti
  • Mrsuzi thanks we're working really hard on maybe publishing a demo (With multiplayer) in the next few weeks.

    jayderyu You helped me out here,

    and yes, you're pretty damn good at helping people out here

  • Log Entry #4

    Stardate: -308759.6156773211

    It's about 2 weeks since the multiplayer plugin has been released, and i've almost completely integrated it into the game.

    So, what is my opinion on this?

    It's great, and easy to use. But, the learning curve is a bit steep, i used some time to actually figure out how to handle the unit picking and things.

    Thanks to jayderyu i finally figured it out a few days ago.

    In some days ill probably post a video showing off that the multiplayer works pretty good, and that it is possible to use it for an RTS.

    Sadly i couldn't use the template that much, except for the very basics.

    Of course, sometimes, the basics is the core, and without the core, we couldnt build up the things around the core.

    Well, i hope we see some nice updates and the final multiplayer in some weeks

    Also, im very glad that Ashley fixed that the NW export finally uses the real fullscreen mode, and not borderless windowed mode.

    Now to what ive achieved in SoW in the past few days/weeks:

    The multiplayer is almost working perfectly, many images has been improved.

    Also, the performance has got seriously improved, still without asm.js as physics (I hope Ashley someday will fix the collision thing),

    but i decreased the CPU utilisation about 5% (3.8GhZ). There also were some bugs that got fixed.

    Even if the performance got increased, the backgrounds got more life, there is more stuff going on in the background then ever before,

    Bullets in the background (Big City), Windmills with random scale, speed & position (Village), and birds everywhere! (Literally spoken )

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti

    P.s thanks dthomasdigital for those nice words

  • Thanks jayderyu i finally got it.

    Sync Unit variable Count

    On new Unit -> Set Unit Instance variable Count to GlobalVariableUnitCount

    -> Add 1 to GlobalVariableUnitCount

    and then in the message from the peer i send the variable with the action.

    On the host side, i compare the variable with the message

    took me some time to figure out how to make it as efficient as possible, but now it works.

    Thank you so much, i hope i can finish the RTS Multiplayer (alpha test) in the end of the week,

    ill be glad to give an demo to those who want to see the multiplayer plugin working on an RTS

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  • Ashley , yes, but as said, if the peer selects units and then for example changes an Instance variable of the selected units from 0 to 1 (Movement Variable)

    How can the peer give the host information about what unit he actually have selected?

    It could be that there is something im missing, in that case im sorry.

  • Ashley , if the peer needs to send a message to change a instance variable, how do the host pick the instance, if there are more then one?

    That is a bit problematic for an RTS with multiple different units.

  • I would also like to know that, and how a peer can change an instance variable and sync it.

  • So here's a thing I've been struggling with for quite many hours:

    I want Player 1 (Host) to be able to create Units (multiple different, FUnits)

    And Player 2 (Peer) to be able to create Units (multiple different, EUnits)

    That only they can control:

    Player 1 Control his units (FUnits)

    Player 2 Control his units (EUnits)

    And two variables (Moving and Health) needs to be synced.

    Has somebody an idea how to do this?

    My main problem is that i don't know how to control what unit's are spawned and how Player 2 can control these units.

    I first thought that i should make:

    If Player 1 -> Sync FUnits & FUnit Variables

    If Player 2 -> Sync EnUnits & EUnit Variables

    ^^ That would be very easy, but it's not working :/

    Thanks in advance, i hope i defined clearly where my problem is.

    • Conti
  • I have the same bug, only on layouts where family variables are used.

  • I can confirm this, i tried with the template and also with my own game to connect to the signalling server,

    it seems to be down, at least i always get disconnected from it.

  • Log Entry #3

    Stardate: -308797.2888127854

    The multiplayer plugin has been released today, so many of us have looked into how it works.

    My first impressions: It needs time to learn everything completely.

    It has the most/best functionality than any other Thrid Party multiplayer plugin.

    Ive already worked a few hours with it, and i already can see the light at the end of the tunnel,

    since im making an RTS, i dont need input prediction or lag compensation (probably).

    That saves me alot of time, mostly only the units need to get their position synced.

    Here a bit of math: 1000 Units x 8 byte (Angle and Position) = 8000 bytes = 8Kbps.

    So the problem with the bandwidth limit, is not present for me,

    another plus point for having only 2 players per room

    But what is going to happen with the multiplayer (Construct 2) once it's out of Beta?

    There has been mentioned fees for using the signalling server, additional license and similar stuff.

    All of that listed above, would be fully understandable, since we currently use server capacity for free.

    So at least I would have no problem with additional fee, since that also would support scirra even further

    But on the other hand, i also can see the developer that want's to develop and test his multiplayer,

    without additional fees (Per month or Per year) so he can keep the costs low before releasing the actual game.

    No matter what Scirra does, im sure it's the right thing, and that it benefits everyone.

    At least the Multiplayeris great from what ive experienced till now, and i appreciate it really, really much.

    Now to what ive achieved in SoW in the past few days/weeks:

    Mostly fixes and improvements on things like: Maps, Texts, HUD, Fonts and other art.

    But the biggest change is going to be the addition of Multiplayer in the ltest build(0.5.2) & the 2 new maps that got added, Highway & The Bridge:

    Someday im going to make an overview with all maps that will be available on release

    The current count of maps that we have: 6 Different maps ranging from a width of 4000 to 8000 pixel.

    This time im not explaining anything but maybe next time.

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • 1. If this is you'r first project, dont. It is possible to make an RTS but i can't recommend doing it as an first project, why? Because im trying it myself.

    And if you aren't willing spending much time, then you shouldn't even begin, just to give you an idea, i've used 250+ Hours only in C2 working on the events.

    I don't want to say that you can't do it or anything, it's just not recommendable as a first project, since you will have to redo much after some time, since you gain experience over time, and find better ways to handle stuff, that can be pretty annoying

    2. Have a "Test" project, where you test mechanics and other stuff before implementing it, since you cant break anything there while testing how it could work.

    3. Take a look at the sample .capx in C2 for RTS

    4. Take a look at my devlog for my RTS, I continually post new stuff how to do some things, maybe you have an idea what i could explain next

    (https://www.scirra.com/forum/shadows-of-war-rts-wip-devlog_t94686 )

    5. Always keep an eye on the performance.

    6. If it's going to be an big RTS you should only focus on using Node-Webkit as making a big RTS for the browser/mobile performance-wise wouldn't be a good idea.

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SgtConti

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