When I was running on the localhost, there was maybe a little lag, but negligible. When I upload to the serverhost, lag is definitely noticeable. Sorry I don't have any quantitative values.
I think Nonoba has examples where it ticks every 200ms.
You are allowed to test on the Nonoba server, you just release it as "under development(hidden)" when you upload your version.
Does the development server have lag comparable to real situations?
mefuzzy zei
een tijd geleden | Bericht #2Laatst gewijzigd een tijd geleden
Chris zei
een tijd geleden | Bericht #3No worries on "testing" live. Our sandbox should be pretty resistant.
If you really want to test you can insert a timeout around the code that send messages to the server in the client.
I also strongly suggest you read this thread: http://nonoba.com/developers/forum/multiplayerapi/what-method-do-you-use-to-sync-up-players
If you really want to test you can insert a timeout around the code that send messages to the server in the client.
I also strongly suggest you read this thread: http://nonoba.com/developers/forum/multiplayerapi/what-method-do-you-use-to-sync-up-players
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Meai zei
een tijd geleden | Bericht #1How else would I test my game and see if it is playable at all? Realtime is not such an easy terrain, I figure.
I also read in the documentation that you shouldnt put too muchs train on the nonoba servers. So how many milliseconds would anyone recommend for the tick/update() callback?
Is there any way of outputtung debug text on the server? Everything seems to be unallowed, but I need to verify variables...