Whilst the subject of servers and online use is obviously important, and it doesn't hurt to discuss it at great length during it's production, my thoughts are on the usage of the object in Construct.
With MMF2's plugin, and obviously with any online code written in any language, the game designer has to decide how often packets are sent, and then write the code to implement this.
What I was wondering was whether the online plugin for construct would allow the user to assign specific conditions to specific objects, and then the plugin would deal with the sending of information.
To clarify, you have 2 cars ("carA" and "carB"), one controlled by you, and the other controlled by a person elsewhere.
Now, as anyone who's coded online apps before will know, you can't just constantly send a stream of data for the postions of the cars, as this will just bring your app to a standstill, so data has to be sent whenever it's needed and no more.
So, in an ideal world, the "SEND" part of the plugin would allow you to:
[list:1q3dza76]Add an object to it (say "car2" for this example)
Send packet when condition met (position changed/time elapsed/predictive position/etc)[/list:u:1q3dza76]
In the "RECEIVE" part of the plugin, you would be able to:
[list:1q3dza76]"Listen" for packets with a recognisable name
Run functions or groups depending on the name of that packet[/list:u:1q3dza76]
If the plugin is a simple send and receive packet plugin, like MooClick, then it would be easy enough to code the sending and receiving using it, but if it was built-in it would be a lot faster (processing, not sending and receiving
) and it would also be a lot easier for those without experience of online coding.