Networking in Construct

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Post » Wed Jun 29, 2011 6:31 pm

I like this idea alot of a plugin, And @scidave, I tried to use your tutorial but i could hardly get off the ground. I did read through it and i never found out what i was doing wrong. I've done some networking before in the past projects just never with python and construct and it never comes together nicely by any means. But I'm sure ill try your tutorial again and see what i can do.
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Post » Wed Jun 29, 2011 10:56 pm

Would love to see a network plugin too ;D
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Post » Thu Jun 30, 2011 3:06 pm

scidave, are there some alpha version of this plugin?
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Post » Fri Jul 01, 2011 6:14 pm

I have wished for this since day 1.

It's really the only thing holding me back from ACTUALLY doing something.

~Sol
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Post » Fri Jul 01, 2011 11:53 pm

I do have a version, but it wouldn't make much sense to release it until it supports adding/removing/tracking players and supporting message types (you have to manually do this right now).   

I could release an Alpha once those are added. Then do a Beta with serialization , ping tracking, and other features to make things more useful/robust. I'm still not planning on adding Lag compensation...users will have to do that themselves.
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Post » Sat Jul 02, 2011 5:04 pm

Wow sounds great scidave, I am looking forward to being able to test it out.

Lag compensation should be easy enough to code user-side anyway... since each user will have a much better idea of the situation and how much control/compensation will be needed at the time.

I can't wait :D

~Sol
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Post » Tue Jul 19, 2011 6:26 am

Quick update...I've decided to pause dev on this plugin as work is ramping up. Good news is I've nearly completed an Alpha build. Still lacks serialization and better player tracking, but it is close to release so I put the Alpha out before stopping. I'll add the other features/make it more polished down the road.

Here is a screenshoot of a Netshooter Demo I whipped up (Ghostshooter online):


Link to .exe
EDIT: Worked with Newt to identify some issues with editbox chat and redoing the .exe now. Will post soon!

In the .exe the server only supports 2 max clients (but that is just a limitation of the game). Pick your port, put 2 for clients and start server. Then start up another 2 instances picking ports, IP address of server (127.0.0.1 if on same system), and name and start clients.

Give me some feedback please on stability! I expect lag online (not because the plugin is bad, but because I didn't add any lag compensation)scidave2011-07-20 01:26:52
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Post » Thu Jul 21, 2011 1:05 pm

scidave, very good news! Waiting for a link...
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Post » Thu Jul 21, 2011 7:08 pm

Awesome! Can't wait to try it =D
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Thu Jul 21, 2011 11:20 pm

Here's the link:
http://www.box.net/shared/hnspzy7nsityi76fdxsn
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