Multiplayer, Lag Compensation

Discussion and feedback on Construct 2

Post » Fri Jul 10, 2015 5:38 am

ArcadEd wrote:I'll give that a shot.

What does <> mean?

Thanks for the help!


Its the written expression equivalent of "does not equal" (less or more)
Who dares wins
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Post » Fri Jul 10, 2015 5:39 am

OK, that's what I thought. I'm used to !=, the C# in me :).

Thanks again, trying it now.
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Post » Fri Jul 10, 2015 5:55 am

It might be better, but there are still misses.

Maybe the multiplayer isn't really designed for something like this? Maybe I will stick with doing a turn based game with it.

I'm attaching the capx here in case anyone wants to play with it. Another problem is on the peer side, all of the block will disappear and come back randomly.
https://www.dropbox.com/s/6fiuxqhrg3vxs ... .capx?dl=0

Sorry for the messy code, I was bouncing ideas around. There is a simulated latency action in there, so if you try this over the net, make sure to remove it.

Appreciate the help, and if I figure anything else I will post here.
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Post » Tue Jul 14, 2015 2:21 am

Message: shinicix is not yet permitted to post plain text URLS (300 rep required). 1 URLS removed. Why?
try : but I will make same game too, card game multiplayer
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Post » Tue Jul 14, 2015 11:06 am

The Multiplayer plugin was too hard for me to grasp especially with these kind of issues, so i switched to using Photon cloud for multiplayer instead. Worked a lot better and much more comprehensible, did you try it out?
Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Tue Jul 14, 2015 1:24 pm

No, but I will check it out.
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Post » Wed Jul 15, 2015 9:23 am

Bullet behaviour has to be disabled at peer side
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Post » Wed Jul 15, 2015 7:01 pm

It is. It's disabled in the bullet properties and then enabled on the host side when connected. It's never enabled on the peer side.
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