Construct 3 any news?

Post » Wed May 11, 2016 5:58 pm

TheRealDannyyy wrote: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.
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Post » Wed May 11, 2016 11:09 pm

Ashley wrote: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.
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Post » Thu May 12, 2016 5:27 am

@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.
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Post » Thu May 12, 2016 6:41 am

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...
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Post » Thu May 12, 2016 8:30 am

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.
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Post » Thu May 12, 2016 10:42 am

Mirlas wrote: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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Post » Thu May 12, 2016 2:43 pm

TheRealDannyyy wrote:
Mirlas wrote: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
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Post » Fri May 13, 2016 3:16 am

Mirlas wrote: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.
Last edited by TheRealDannyyy on Sat May 14, 2016 2:31 am, edited 1 time in total.
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Post » Fri May 13, 2016 10:35 pm

@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.
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Post » Sat May 14, 2016 11:00 am

fremachuca wrote: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!
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