Online Multiplayer test. Please

Discussion and feedback on Construct 2

Post » Thu Jan 02, 2014 8:04 pm

yikes a post in this old thread :D

The server has been down for a few months. There just wasn't enough active players at any one time.

However in the mean time I re-launched the server. But keep in mind a few things.

* There is very very little in the way latency handling.

* Internet connections that have a high rate of drops will see lot's of chunking. I never programmed in anyway to offset this chunking. As an example of this situation.
My friend who lives in the same city as me tested the game out. However he saw me constantly making small jumps. Where as a test player in Poland was playing smoothly. So if you see jumping players. test your Ip connection and see what the percentage drop rate is. My own is about 5% :\

* No one will probably be on. So i suggest just running two copies of the game and see how it runs on both browsers.

* A game not in the browser will pause :( and build up a very large message list. Again there was no programming to cope for the change.


With other options coming up I've held my hand on working on the plugin. Also BubbleServer was put on hold due to the busy schedule of the server programmer :(
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Post » Thu Jan 02, 2014 8:21 pm

Also "reload" the game rather than just join. Seems there is an old damage error still in teh game. must have forgot to remove the error :\
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Post » Thu Jan 02, 2014 8:28 pm

occassionally I had some issues moving and shooting at the same time.

was fun nonetheless :D
Who dares wins
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Post » Thu Jan 02, 2014 8:42 pm

Thanks for bringing it back up. Nice work!
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Post » Thu Jan 02, 2014 9:41 pm

I was able to log in and move around...I am in Aizona USA... No one else was in room at the time.

Nice start
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Post » Fri Jan 03, 2014 5:59 am

Thanks. I didn't finish the plugin to handle rooms. I just wanted to test out Photon Client as viable TCP game client. Worked out well enough.

In the end we are blocked from using C2 as the server back end. Though I'm checking to see if NodeWebkit can access the Photon .dll files. If so maybe we can create Photon Servers using C2. Who knows.

Right now though options might be appearing anyways. Ashley is looking at WebRTC Peer 2 Peer C2 connections. Might be viable to start building a server up from scratch. But I get the feeling it's going to lack a lot built in latency that say Photon already handles. Who knows. I'm just speculating.
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