Yet-another Multiplayer Demo

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Post » Wed May 02, 2012 3:37 pm

@vtrix

Indeed, once the game is starting, the room need to be closed.

I had tried to keep the room opened before, but it's a little hard to synchronize for designers and server (me), so I decide to close the room.rexrainbow2012-05-02 15:39:38
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Post » Wed May 02, 2012 10:20 pm

I will try to get this working, however could you show me how I would get 2 player and 1 or more shared enemies?

It won't work btw because I can't open the MiniTown.capx:

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Construct 2 Check failure
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Check failure! This is probably a bug:

Condition ID does not appear to exist in related plugin

Condition: plugin->HasConditionID(cnd_id)
File: Projects\EventCondition.cpp
Line: 37
Function: __cdecl EventCondition::EventCondition(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> >,class std::allocator<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> > > > &&)
Build: release 87 (64-bit) checked
Component: Construct 2 IDE
(Last Win32 error: 0)

You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.
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Post » Wed May 02, 2012 11:41 pm

@Equinox80

Hum... I guess, might be re-download hash table plugin and sync-function again?rexrainbow2012-05-02 23:50:35
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Post » Wed May 02, 2012 11:51 pm

@Equinox80

"2 player and 1 or more shared enemies"

NPC could be controlled by one of these clients (players).

There is an "condition: I am room moderator", which could help designer send command only from one client.

The "room moderator" is the first one entered this game room. Since the room moderator only has one in a game room, it could send some control command to each client.

I'll check it by myself.rexrainbow2012-05-03 00:00:32
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Post » Thu May 03, 2012 12:15 am

Alright sure I will try to re-download them, thanks.

Edit: Oops it seems I was missing rex-hash. Thanks! :)Equinox802012-05-03 00:17:23
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Post » Thu May 03, 2012 1:20 am

@Equinox80

I add MiniTown_npc.capx into
http://dl.dropbox.com/u/5779181/bottleneck_demo.7z



Sync-function will send and receive commands in the same order for all clients, so the execution result will be synchronization.rexrainbow2012-05-03 01:25:28
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Post » Thu May 03, 2012 2:17 am

@rexrainbow : AWESOME work!!!
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Post » Thu May 03, 2012 2:21 am

@rexrainbow: Great! :) However how do I run the server? It just opens up in Dreamweaver, even if I use my command prompt.
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Post » Thu May 03, 2012 3:42 am

@juantar

Thanks.



@Equinox80

The server is running on heroku, so that you do not need to build your server.

Just make sure that the "Channel" property in bottleneck plugin is set to
"http://bottleneck.herokuapp.com/game".

Another thing, you might need to test capx by exporting to html.

Source code of this server has put in github in first post.

The plugin and server still work in progress, so they might be updated.
I try to add max players count in properties table, it might be useful in card game (4 players max).
rexrainbow2012-05-03 03:52:02
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Post » Sat May 05, 2012 1:24 am

Update:

- bottleneck plugin: add max player count at properties table.

- bottleneck_lobby plugin: add hot game rank.
Since server could not cache variables, sometimes the hot game rank will be flushed. So it just a reference (or just for fun).

Also update capx files.
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