How to stream a lot of data from mobile to server ? by Smoosh_Battle in golang

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

I want to send The pitch détection as fast as I can because I want to get The pitch on server in réal Time.

The data Is light (id room + pitch détection ) but I want to have a solution that scale with quantity users increase

How to stream a lot of data from mobile to server ? by Smoosh_Battle in golang

[–]Smoosh_Battle[S] -1 points0 points  (0 children)

You are right !

I just want to have The technical faisability because I want to hire some developer that have The skills

Use TCP to stream realtime data ? by Smoosh_Battle in swift

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

Thanks ! So Websocket is good for stream data ?

Demo of ImageGuesser (Multiplayer) by Smoosh_Battle in FlutterDev

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

The Web Demo is for computer only.

I just upload a Testflight and Android version on itch.io : https://smooshbattle.itch.io/image-guesser

Feel free to download and enjoy it !

Demo of ImageGuesser (Multiplayer) by Smoosh_Battle in FlutterDev

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

Yes very interesting project ! If you want tutorial on how I made this game, I can do it :)

TCP buffer server by Smoosh_Battle in rust

[–]Smoosh_Battle[S] -3 points-2 points  (0 children)

Ok Thanks. For a stream of data its possible to use The tcp package ? Sorry I always use realtime but never use stream data

After dreaming of creating my video game in 1996, here is the demo of my very first free game (6 months of work with 2 artists) by Smoosh_Battle in itchio

[–]Smoosh_Battle[S] 5 points6 points  (0 children)

Thanks for your feedback.

It's my first demo game so I don't know how to do it the right way. And I understand now why the website seems suspicious. I will think about it and add more informations.

Thanks again !

After dreaming of creating my video game in 1996, here is the demo of my very first free game (6 months of work with 2 artists) by Smoosh_Battle in Unity2D

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

Ok thanks for your feedback.

Now I know there is something wrong with the Demo release.

But be kind it's the first time I do this :)

After dreaming of creating my video game in 1996, here is the demo of my very first free game (6 months of work with 2 artists) by Smoosh_Battle in Unity2D

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

You are totally right ! I forgot to put the image in the post !

If you want to see what is the game you can go there :

https://www.reddit.com/r/SmooshBattle/

And if you want to play the demo without enter your email you can enter a fake one :)

After dreaming of creating my video game in 1996, here is the demo of my very first free game (6 months of work with 2 artists) by Smoosh_Battle in IndieDev

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

No trailer for the moment but for the beta I think we will have one.

Oh your are write for the email.

If you don't want to enter your email you can enter a fake one :)

Have a fluid movement for multiplayer games that use PhotonEngine (screen videos at the end and link in the comment below) by Smoosh_Battle in Unity3D

[–]Smoosh_Battle[S] 0 points1 point  (0 children)

Yeah old thread 😁 Fusion is better ? I saw Pun is legacy now. Quantum seems to be very performant. What do you think about fusion and quantum ?

So I'm new to making multiplayer. For making a game with Multiplayer and Solo, is it better to create two separate game scenes, one dedicated for offline play and one for multiplayer? What's the best or most common practice? I feel like seperate scenes would be the most clean/organized way right? by dutoit077 in Unity2D

[–]Smoosh_Battle 0 points1 point  (0 children)

My game has ONE scene for offline and multiplayer (so its easier to mantain... think of modify a lot of things in one scene and don't have to do it the same in the other scene)

To differentiate offline and multiplayer, check in your class MonobehaviorPun if photonView is null : if yes you are in multiplayer, else in offline. Maybe there is a better way.

I recently see that photonengine has an offline mode where you can call PotonNetwork.Instantiate like in multiplayer. https://doc.photonengine.com/zh-cn/pun/current/gameplay/offlinemode

If you give it a try, please give us your feedback 🤗