Construct 3 any news?

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    I read that a lot of people didn't expect it to be this difficult.

    Yes, but I anticipated that, and specifically warned people to assume that multiplayer would be very difficult to use, and only to vote for it if they were prepared to use a difficult feature. Everyone voted for it anyway.

    Yes, but I anticipated that, and specifically warned people to assume that multiplayer would be very difficult to use, and only to vote for it if they were prepared to use a difficult feature. Everyone voted for it anyway.

    You did your part well, everything works fine and is bugfree just as expected.

    Ashley

    It might because that the imagination of "multiplayer" in users is not the same as official multiplayer plugin does.

    Multiplayer games could be classified by server logic.

    1. ajax + database ( php + sql ), players get data then play, finally save the result to server. This case has the minimal realtime interaction with other players.

    2. websocket + ticking server, to create a continuous world, like MMO. This case need a central server to handle all logic of players and the game world.

    3. action games in local network, like "Counter Strike".

    and more....

    Official multiplayer plugin could do very well in case 3.

    Sure official multiplayer plugin could make a server to maintain a game world. But it only could be ran on browser , most of server engines do not need. (case 2)

    And official multiplayer plugin could not handle database ( php + sql ). So developer will not use official multiplayer plugin in this case. (case 1)

    Official multiplayer plugin is very suitable in multiplayer action games, and it is the best solution in action game for C2.

    But

    1. official multiplayer plugin is not suitable for all kind of multiplayer games.

    2. official multiplayer plugin is not easy to use,

    3. webrtc is not supported for all platforms today.

    Developers said that they want multiplayer function, yes , they really want it. But multiplayer function is not a simple issue which could be solved in a single plugin.

    I tried multiplayer early on but experienced lag with it, so much that it wouldn't work for my game, so I abandoned it and waited for a good demo that would really show its capabilities...

    I was also testing a project but there was a problem with the multiplayer plugin, sprites flicker, after a month of tests for find the error I found nothing,several users report the same error, then I suspend my project.

    I was also testing a project but there was a problem with the multiplayer plugin, sprites flicker, after a month of tests for find the error I found nothing,several users report the same error, then I suspend my project.

    Please report the bug as soon as possible then so Ashley can investigate it.

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    > I was also testing a project but there was a problem with the multiplayer plugin, sprites flicker, after a month of tests for find the error I found nothing,several users report the same error, then I suspend my project.

    >

    Please report the bug as soon as possible then so Ashley can investigate it.

    I think this bug has already been reported by some user but Ashley said it was due to some aspect of the connection.

    For example, I remember that a user who tested in the institute and he had this error.

    I have wifi connection and also I have this error.

    https://www.scirra.com/forum/multiplayer-players-turning-invisible_t101268

    I think this bug has already been reported by some user but Ashley said it was due to some aspect of the connection.

    For example, I remember that a user who tested in the institute and he had this error.

    I have wifi connection and also I have this error.

    https://www.scirra.com/forum/multiplayer-players-turning-invisible_t101268

    That is a pretty old report if you'd ask me, I highly recommend you to create a new one with all the ways to reproduce.

    From my experiences with the multiplayer plugin, I can tell that I've never had issues like that (I only use NW.js though).

    Besides the emulated testing, I also did some heavy tests with multiplayer by myself with cases like:

    • Playing with people from oversees, latency very high (500+) & high loss rate
    • Syncing up a huge load of sprites at once
    • Playing with 5+ players with huge differences in terms of the client locations

    I've never experienced any issues, I'd admit that it got pretty "choppy" sometimes but the plugin

    got itself together fast most of the times and synced all up well again.

    (For some reason it always felt as if the plugin worked better with higher latencies than with lower ones.)

    So I'm ready to test it out as soon as you made a report and I guess Ashley will do it too.

    Ashley I agree that using forum user votes as reference for development wont work as 99% of votes will probably come from "developers" who never even shipped a finished game before.

    I think you should use unreal engine development as a good example. Since they are creating games using their own engine, they constantly find real ways to improve their engine based on real world problems that appear during the process.

    I hope you already have something like that for C3, but if not, I definitely think it would be wise to have a couple of developers that you trust and use construct on serious projects give you solid feedback based on their experience shipping games using the engine.

    I definitely think it would be wise to have a couple of developers that you trust and use construct on serious projects give you solid feedback based on their experience shipping games using the engine.

    We have been doing this routinely for years now. For example even just in the last build r228, the new AJAX triggers, the "on save failed", and all the bug fixes were made based on feedback from users with real-world problems. For example some users were struggling with a problem with handling dynamic AJAX requests, and it was established on the forum that these triggers would help, so we added them. That's been the bedrock of how we develop C2 for a long time!

    Ok I think this is about enough here guys. Construct3 is under development and when the developers have something concrete they can share, they will share it. Honestly I don't know how many times they have to say it before you guys and gals understand that.

    That said I am actually pretty happy with Construct2 and most of the limitations are ok and you can work around them. The only problem I have with Construct2 is AD networks , we need plugins for different AD networks . As far as native exporter I'am pretty sure they are working on it but can't give you a timeline.

    Also I have used other tools before and it grates my nerves when other people keep talking about oh this tool does this or that. Listen each tool has strengths and weakness but its up to you to learn the in's and outs. There have be several games this year made with Construct2 that have been successful here

    Ignatius for android almost half million downloads ignatius-atmospheric-puzzle-platformer_t169161

    ------ Rescuers featured in fron page of Apple store rescuers-featured-in-best-new-games-on-app-store-games_t171553

    -----Beast Attack 200,000 in a week beast-attack-googleplay-200-000-downloads_t148655

    ------- The Next Penelope sold 4,500 units on steam alone at $12.99 a pop. You do the math on that!! Its comming to Wii U eshop this summer go look on Nintendo's website http://www.nintendo.com/games/detail/Qk ... me-details

    There is more but I am tired right now. Construct2 is a pro tool if you take time to learn it.

    So we shouldnt expect any announcements or releases this year

    Guys just please take a bit of your time to read every page of this topic.

    Ashley did already say more than enough about C3 for the moment, we should be satisfied with that information for a while!

    We are basically working full-time on C3 and it's been our focus for over a year now. It is certainly not going to be cancelled or anything like that. We are just not ready to share any information yet for a few reasons:

    - C2 is still a great product and actively maintained, and we think it's best for users to keep focusing on C2 instead of sitting around waiting for C3 (especially since we still don't know when it will be ready)

    - we don't want to say something and then end up delaying, modifying or ultimately removing any particular feature we talked about - right now everything is still subject to change

    - public information about the state of C3 could affect our competitive edge, especially since we're doing some pretty interesting stuff

    - we don't want to ruin the surprise!

    Rest assured we are working daily to get C3 ready as soon as possible, and we will share more information when we're ready.

    Guys just please take a bit of your time to read every page of this topic.

    Ashley did already say more than enough about C3 for the moment, we should be satisfied with that information for a while!

    > We are basically working full-time on C3 and it's been our focus for over a year now. It is certainly not going to be cancelled or anything like that. We are just not ready to share any information yet for a few reasons:

    > - C2 is still a great product and actively maintained, and we think it's best for users to keep focusing on C2 instead of sitting around waiting for C3 (especially since we still don't know when it will be ready)

    > - we don't want to say something and then end up delaying, modifying or ultimately removing any particular feature we talked about - right now everything is still subject to change

    > - public information about the state of C3 could affect our competitive edge, especially since we're doing some pretty interesting stuff

    > - we don't want to ruin the surprise!

    >

    > Rest assured we are working daily to get C3 ready as soon as possible, and we will share more information when we're ready.

    >

    Hail to this! I'm 101% certain C3 will be fantastic, and will address a lot of the suggestions we were giving for years. And I'm sure it will include a lot of user friendly solutions, such as adding options that will save us time doing mundane types of events.

    I can't wait for definite answers.

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