Integration with Photon Cloud: Multiplayer

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Post » Sun Aug 19, 2012 8:34 pm

Just finished reading through the entire discussion. I too am hoping for a dynamic multiplayer implementation through construct 2, and it is essential for the project I've put together.

So while photon cloud appears to be far off, I am curious whether or not a Gaikai plug-in could be made possible. They are a relatively new company that may very well take a liking to the C2 community and development potential.

Gaikai

In their FAQ, it reads:

"Where do I download Gaikai from?
That's the best part: you don't. There's no special Gaikai program to download then install. Playing a game on Gaikai is as easy as watching a video on YouTube. How? We chose to support web technologies, like Flash, Java, Silverlight, HTML5, etc."

and..

"Does Gaikai support expansions? Mods? Controllers?
Yes, yes, and yes. Many of our demos currently offer gamepad support. It's easy for us to offer games with all expansion packs pre-installed. There's no need for the players to install anything themselves.

We offer full support of PC controllers (joypads, joysticks, steering wheels, guitars etc.) If you are a controller manufacturer and want to be Gaikai certified, please feel free to email us for more information using our Contact Page."

Apologies if this suggestion is completely unfeasible for reasons outside of my knowledge.

Regardless, if there is any help that I can offer regarding C2 multiplayer functionality, I would be glad to do what I can.
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Post » Sun Aug 19, 2012 8:49 pm

[QUOTE=Setthh]... But it seems that there is a lot of work even installing all these things just to play on local. Would there be a way that we could package it all together so there is no need to download all these other things?[/QUOTE]
@Setthh
Not exactly sure what you mean by "all these (other) things", but I guess you're referring to the game server setup. If that's the case, the answer to your question is no. Unlike single player games, the server is an essential component of a multiplayer game and its setup can't be avoided.Velojet2012-08-19 21:14:12
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Post » Sun Aug 19, 2012 9:11 pm

[QUOTE=teahousemoon]... I am curious whether or not a Gaikai plug-in could be made possible ...[/QUOTE]
Not much info on their website about installing a game in the Gakai cloud. I imagine there are costs involved and that much more than a generic C2 plugin would be required.

@teahousemoon I suggest you contact them to find out exactly what's involved.Velojet2012-08-19 21:41:58
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Post » Sun Aug 19, 2012 9:30 pm

I'd be happy to!

Unfortunately, I am not completely confident in my ability to forge to best language for the question to them.

Should I simply ask about potential Construct 2 game hosting, or should I ask about an html5 SDK, or server hosting potential via 3rd party (i.e. c2 plugin/integration)?

Apologies, but if this should be feasible, I'd like for the Gaikai reps to not disregard me because of my lack of clarity.

But once again, I'd be happy to communicate with them the best I can. Just need a bit of direction as to the specifics.

Thanks for your quick reply!
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Post » Sun Aug 19, 2012 9:41 pm

@teahousemoon
I'd simply ask them about what's required for Construct 2 game hosting (single player and multiplayer).

See what they come back with and you can follow up with more specific questions if it seems like a viable option.
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Post » Sun Aug 19, 2012 10:31 pm

[QUOTE=Velojet]
@Setthh
Not exactly sure what you mean by "all these (other) things", but I guess you're referring to the game server setup. If that's the case, the answer to your question is no. Unlike single player games, the server is an essential component of a multiplayer game and its setup can't be avoided.[/QUOTE]

Well i was more talking cant the files be downloaded in the background without having the end user/customer having to set up and configure themselves. Like a nice little package.
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Post » Mon Aug 20, 2012 8:26 am

[QUOTE=Setthh]Well i was more talking cant the files be downloaded in the background without having the end user/customer having to set up and configure themselves ...[/QUOTE]
@Setthh
Exactly what files are you referring to? The end user/customer has nothing to set up and configure, and there's essentially nothing more downloaded with a (Photon-based) HTML5 multiplayer game than is downloaded for a single player game (possibly less, dependent on what plugins the singleplayer game uses).Velojet2012-08-20 08:29:42
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Post » Mon Aug 20, 2012 8:29 pm

Still no word back from Gaikai, but I thought I'd share this as well:

isogenicengine

It appears to be a potential simplified node.js server integration.

Since I'm not well versed enough to analyze its potential use with C2, I thought I'd share it here.

I am working diligently on building my usefulness with regards to this subject matter.
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Post » Mon Aug 20, 2012 9:58 pm

[QUOTE=teahousemoon]... It appears to be a potential simplified node.js server integration.

Since I'm not well versed enough to analyze its potential use with C2, I thought I'd share it here ...[/QUOTE]

@teahousemoon
Thanks for sharing. Isogenic seems to be a complete game development platform, so (apart from the multiplayer backend) it seems to be in the same space as Construct 2 - except that it requires programming in raw JavaScript. And on that basis, there wouldn't seem to be any potential for integration with C2.

(And thanks for giving the Photon people a rev-up in their Forum!)
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Post » Wed Aug 22, 2012 5:46 am

That's unfortunate, but thank you for investigating it for me [and the community]!

Pusher

This appears to be a nice alternative as well, though I'm not sure a direct integration with C2 would be feasible in the short run. So far as I can tell, it'd much more likely be an individual project thing.

Joyent

And this also looks like a potential option I feel, just once again, I don't know that direct integration is likely.

I did come across some information that I found to be very strange/interesting. When I looked over the prices for different sizes of usage via Joyent, I saw how small the server allocation was for each tier (e.g. 1 GB, 2GB, etc). Does this mean that, should I build a server myself, I could host relatively massive online multiplayer games from it, and even sell small allotments of space?

My guess is that I'm completely underestimating the complexity of that. But it does seem odd that such a high price is set for such a low memory allocation.

and it was my pleasure to rev the Photonians.
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