How do i make a multiplayer chat room with just socket.io?

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Post » Wed Apr 23, 2014 9:30 pm

@DatapawWolf, well, the official is kinda suprerior because of the Punch-Through and ICE Server connection.
That way more people would be able to connect via the official one then via the Socket.IO.
And since the official one has UDP and Socket.IO doesn't have it, Socket.IO is unsuitable for real-time games.
Last edited by SgtConti on Thu Apr 24, 2014 9:17 am, edited 1 time in total.
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Post » Wed Apr 23, 2014 9:33 pm

Hmm thats a good idea but i still need a back up idea for my game untill then or they will leave cus i add new shit to the game every munth and its usually big like i add 100 more achievments all hard as fuck then 50 normal ones

but anyway could i make a purchase button and have it send the money to my paypal if they buy a in game item from the shop? and have it be like $0.99 and will it be able to go to my paypal account right from the game?
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Post » Wed Apr 23, 2014 10:20 pm

@woddakota unfortunately the licensing agreement of the free version doesn't allow you to accept money for anything created using Construct 2 without a personal or business license. :p

SgtConti wrote:And since the official one has UDP and S.IO doesn't have it, S.IO is unsuitable for real-time games.
That's a myth. TCP is more than suitable for real-time games.
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Post » Wed Apr 23, 2014 10:24 pm

"It's done when it's done"

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Post » Thu Apr 24, 2014 1:03 am

@SgtConti
can a real time game such as an FPS give good performance over a TCP connection?
Real-time doesn't necessarily mean a 3D FPS. It could also mean a 2D sidescrolling RPG, which again, you'd be fine using TCP.
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Post » Thu Apr 24, 2014 9:15 am

Stackexchange wrote:However, TCP is perfectly acceptable for non-realtime things, such as multiplayer negotiation, chat messages, score updates, etc.

Yes, for non-realtime things it would be good, but still lacking the Punch-Through and ICE Servers.
So you would still be able to achieve more with the official one then with Socket.IO.

ICE stands for Interactive Connectivity Establishment. They are the servers that help peers connect to each other even if they are behind NAT. These include STUN servers (which try to connect peers directly), and TURN servers (which if peers cannot connect directly, will act as a relay forwarding data between them).

The Multiplayer plugin uses a default list of public STUN servers hosted by Google and Mozilla. You could add your own STUN server, but I don't think there's much point, because the public servers do a good job already.

The most interesting case is to add your own TURN server. According to stats on our signalling server, about 10% of the time peers cannot connect directly due to NAT restrictions. These peers will simply fail to connect because there are no default TURN servers. If you add your own TURN servers then these peers will be able to connect still. The problem is this can degrade the connection quality, since the latency, packet loss etc. will accumulate since data must first go to the TURN server, then be relayed on to another peer. Also this makes TURN servers expensive to run, because you have to pay for the bandwidth of all the game data that passes through it, whereas normal direct peer connections run through their own ISPs and cost you nothing. Still, the option to add your own TURN server is there if you want to.

So, they are quite crucial to have the oppertunity to reach more players then with Socket.IO. +1 Official MP

NAT traversal to work around connectivity restrictions imposed by common routers and network setups

Also called NAT Punch-Through. +1 Official MP

LAN game support for near-zero latency gameplay, including support for mixed LAN/Internet games

Well, it explains itself. +1 Official MP

Of Course P2P = +1 Official MP (Since you then don't have to have a Server)

But Socket.IO has one good thing over the Official one, but that is only good for some:
Export option with the Free Version of C2. +1 Socket.IO

Socket.IO 1 : 4 Official MP

You can discuss how far socket.io is more compatible with most browsers etc. then the official one,
but overall you should see, the official one really has most benefits. (Including no coding - that is important for some)
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