Multiplayer, Lag, and C2

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  • Ashley

    I'm just guessing at that number - what do you mulitply the Multiplayer.Latency by to get the exact number of milliseconds?

    Nothing - it's already in milliseconds!

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  • Ashley

    It looks like if I do "set text to: Multiplayer.PeerLatency(Multiplayer.HostID)" it = ~0.6 to 3 connected in the same browser tab.

  • Yeah, that sounds about right - almost instantaneous, no lag at all!

  • Ashley,

    Right, which is why I couldn't figure out why pinning an object to a sync'd object was creating so much delay. That's why we came up with going the message route.

    We tried to simulate 0.5 seconds of latency with ~x4 the normal packet loss and the game was playable for each player, but the other player was (obviously) teleporting all over the place. For our game in particular, I think it's more important that your character is completely playable instead of relying on the host. I know we're losing a lot of features from the plugin, but maybe it would be worth doing a 5th tutorial on advanced multiplayer techniques (syncing animations, pinned sprites, enemies with health, etc.)

  • [quote:17sahbx5]but maybe it would be worth doing a 5th tutorial on advanced multiplayer techniques (syncing animations, pinned sprites, enemies with health, etc.)

    This would be great to hear, from Ashley 's perspective. I know I'm personally not using the multiplayer plugin properly, and would love to know best practices with syncing animation names, variable height jumping via platform+, etc.

  • The existing multiplayer tutorials cover the same principle you'd use for all those things: the host stores all the real authoritative data, and the peers are just thin clients keeping up with that.

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