HappyFunTimes LAN Multiplayer Possible?

Discussion and feedback on Construct 2

Post » Sun Jan 04, 2015 10:01 pm

Thanks @Djfuzion, I tried it a couple of days ago, connected the computer to the TV with apple-tv and gave my sons a smart phone each as a controller and it worked well. They are only 2 and 5 years old and I manage to keep them playing for a good two minutes, which is something like 2 hours in grown-up time ;)

I've done everything from scratch so I'm not using anything from superhappyfuntimes, mostly because I felt C2 had all the needed parts all ready.

Anyway, this is how I've set it up so far. There are three components:
- Main game: made with construct 2
- Controller: made with construct 2
- Nodejs server, to connect the main game and the controllers

A user downloading the "package" should not have to care about the nodejs server (unless they want to). But they will have to start the nodejs server on their local computer.

The controllers will send simple input instructions to the websocket server which the server will send to the main game. The main game has "functions" like "Joined", "Dropped" and so on. A user could add new actions to send from the controller and add support for interpreting those in the main game without having to modify the nodejs websockets server. So all modifications will be done in construct 2.

The controller and the main game would be pretty simple to change. All the coding will be done in the main game (unless you want to add new actions from the controller). But if you would like a user to loose hp when another user bounces of their head that would be normal event based coding in c2 in the main game.

I'm currently working on another construct 2 project and just did this for fun, but it there are more people interested I will of course try to make a beta release of "this", codename CrowdGaming :)

@KFC yes but adding the need for a nodejs websockets server. The reason I looked into this from the start was because I was disappointed to find out that ios did not support webRTC which means there is no C2 multiplayer support on iOS, so I started investigating alternatives ended up with websockets did a multiplayer game with a nodejs server hosted on a amazon AWS micro instance had too much lag and figured it would be better on LAN which it was.
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Post » Sun May 24, 2015 6:19 pm

Quite clever... any capx examples?
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Post » Fri May 29, 2015 7:34 pm

@OneMuppet If you can provide a capx example it would be awesome. Thanks in advance :)
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Post » Fri May 29, 2015 9:23 pm

@stefanos I'm back on this project again, I'm currently working on optimizing the controller and main game templates so less data is sent. I'll most likely upload this to the scirra store, first it will be offered as beta for a a buck or two and later when stable it will be at a slightly higher price.

If made properly I think this has great potential within the scirra community, with loads of cool games waiting to be made for public places.
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Post » Sun May 31, 2015 1:14 am

Eagerly await a chance to purchase... great concept!
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Post » Sun Jun 14, 2015 7:30 pm

@OneMuppet You might want to take a look at this too https://github.com/wietsedevries/armadillo
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Post » Sun Jun 14, 2015 8:14 pm

@Djfuzion @rho @KFC @stefanos
I've created a forum home for the CrowdGaming concept. I have a package ready and a video on how to get started, if you have time please have a look and comment:
viewtopic.php?f=157&t=148175
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Post » Sun Jun 21, 2015 1:54 pm

Stefanos... armadillo requires a web connection. As a beta-tester I have been able to use this off-line.
That allows demonstrations and exhibits where internet is not available. It also has less lag time than internet connection games. You can play in your house with your friends in near real time.
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Post » Thu Jul 09, 2015 1:03 pm

@rocky53204 actually I don't think the armidillo example does require an internet connection. Did you try downloading the github files and running from localhost? I'm still looking into it but it seems that socket.io allows it to be run over LAN?
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