PubNub Multiplayer Plugin

  • I searched the forums to see if anybody has posted about this plugin PubNub which is a multiplayer plugin for construct2 and other SDKs.

    What i love about this thing is that you can build the front-end(Client)

    and the backend(Server) in construct2. It is awesome i have been playing around with it for a day or two and it definitely has serious potential.

    You have to sign up for a account to use it like "Player.io" at PubNub.com , but there is not a lot of support for it on the site, this is what they replied to me:

    Glad you made it to work. When I say not supported officially means that it may work well with basic pub/sub feature but likely not support the entire API, not include latest bug fixes, not include add-on features (such as presence, history, etc.) so you're pretty much on your own if you encounter any issues, at least until we decide to rev up to the latest version. My recommendation is to use one of the officially supported SDKs.

    So I would love you guys to check it out and tell me what you think, especially you plugin makers PLZ!!. The example they have is straight forward and consist of the server handling all game logic. I got a very simple chat to work, But was confused as to how i would get other game logic across. If you guys like it maybe we could put some pressure on them to update plugin with it's current features!

    Here is plugin and examples

    PubNub Package

  • You got me interested but the plugin package don't work on r135 it seems, I can't test it :/

  • Guizmus

    Works fine for me i'm using version r135, are you sure you put plugin in right place? It should be in program files: construct2/exporters/html5/plugins

    And also you have to sign-up for account so you get key to server at PubNub its free!

  • I'd like to try this, I'm using r135, but I'm getting an error on loading up c2.

    <img src="https://dl.dropboxusercontent.com/u/137453456/error.png" border="0" />

  • I'd like to try this, I'm using r135, but I'm getting an error on loading up c2.

    Ditto for me.

    VERY odd - runtime.js, edittime,js and common.js are in fact HTML pages, and all practically identical <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I emailed PubNub Support, telling them the plugin is unusable in the latest version of c2. Hopefully they will update it.

  • listen guys i had the same exact problem and got it to working fine.

    Are you guy using my download or theres? If you are using theres make sure you download the zip or master zip. Just let me know so i can help cause i'm using it just fine.

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  • listen guys i had the same exact problem and got it to working fine.

    Are you guy using my download or theres? If you are using theres make sure you download the zip or master zip. Just let me know so i can help cause i'm using it just fine.

    I used your download. And took out the PubNub plugin out of the package and used that. Anyways, PubNub Support replied to my email saying that the reason they haven't kept the plugin up to date is because of the lack of demand for it from the c2 community. So I think we should all show somehow that we want this plugin updated. They also asked me what new features we would like and what we find useful. Since I have yet to try the plugin, I can't really answer these questions. Maybe you can, BTGames?

  • This is the same response that Exit Games about Photon. There is an over abundance on the C2 community that everything needs to be first party.

    Rexrainbow has his bottleneck system, which no one uses. yet it's multi-player functional. It just requires the serve logic written in JS rather than C2.

    PubNub looks really interesting. It's interesting approach and very nifty. I'm going to look into broadcasting system more. If it covers enough I might re-evaluate Bubble.

    Good find :)

  • This is the same response that Exit Games about Photon. There is an over abundance on the C2 community that everything needs to be first party.

    Rexrainbow has his bottleneck system, which no one uses. yet it's multi-player functional. It just requires the serve logic written in JS rather than C2.

    PubNub looks really interesting. It's interesting approach and very nifty. I'm going to look into broadcasting system more. If it covers enough I might re-evaluate Bubble.

    Good find :)

    PubNub Support just told me that they alerted their client solutions engineer to see what they can do in terms of bringing the SDK up to date.

  • Got this to work! Even did a quick hack to get the player to move up and down as well left and right.

    <font color="red">WARNING</font>! Don't use BTGames' package! As I said in my previous message, runtime.js, edittime,js and common.js in that package are in fact practically identical HTML pages.

    Instead, download PubNub's original files from GitHub.

    Promising :)

  • Is there a C2 Plugin for the broadcaster, or just client so far.

    As it is right now. It's a very rudimentary, and is only a websocket + channel.

  • As it is right now. It's a very rudimentary, and is only a websocket + channel.jayderyu

    You're totally right.

    Is there a C2 Plugin for the broadcaster, or just client so far.ell, the broadcaster is the client (and v. v.), so there's just a single plugin which performs both functions.

    So it's basically just a P2P channel that PubNub provides.

  • sorry about the download guys! glad some of you got it to work to see the potential it has and yes it is just a web socket

    I have been trying different hacks to get things to work. And yes rainbow has excellent plugins

    But I am not a excellent programmer so when I seem this it thought holy.... you guys in the community will love this and it has a small learning curve. I've been in talks with them to just need the support of this community to make it happen.

  • It's a great start to have hassle free communication over a cloud. However, your still going to have to provide all the support game elements. Also from what I can tell this is fine for a straightforward peer based play. It would seem less effective for a game where you need better world simulation.

    Without a broadcaster capturing messages to prevent echo messaging. It means that any critical data(ie passwords, will be sent to every client in the channel. A malicious coder could then collect passwords and login id's.

    I would use this solely for game-play messaging, but use other means to handle security, data persistency.....

    Of course, that's with just the plugin that they have made. If they have more features. Then that's another matter. Good luck BTGames you might have found something great if the PubNub team pulls through with good support :)

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