I’m planning to develop a a multiplayer game which include matchmaking (able to connected connected client or user able to create custom session) and turn base ( each user able to attack once per round) function. I found some game servers is provided part of the service which are :
colyseus.io : The one I most preferable because it provides matchmaking and turn base but it does not provide database (which mean I need to use external database service for login system and store user data)
playfab.com: Provide matchmaking but turn base seem like need to code myself. The benefit is it
got leaderboard which able to track, compare and reward player success.
Are there any better option out of this three that also support node.js ( I’m using node.js glitch as my backend, feel free to comment other method that you using currently) or which one do u think the most easiest and convenient to use.
As I use choose to use Playcanvas as my game engine and I searching for any server that support other functionality. In addition, playcanvas still consider new not like unity and UE4 that their website provide tutorial to connect the server. If there any indication or who have experience link the game server to playcanvas can just let me know under the thread.
Hey @yaustar, sure, I’d be very happy to share our experience with the framework. The primary reason we use photon is because of the very low setup time, since almost all server side boilerplate is taken care of by the photon cloud. Something to note here - if extra server control is required, you can go for the photon server option instead, both are supported in the plugins. Despite this, the speed offered by the framework is phenomenal, and faster than what we’ve seen from a regular node.js server or Nakama.
I hope this has helped @Elliot, and please let me know if you face any problems.
Thanks @yaustar for the recommendations. I will look into it and compare which one is better for my budget and situation. And the photon starter kit is a good start to have further understanding on how game server work with Playcanvas.
Wow… Sound like photon is a a good choices for me which provide multiplayer and server at the same time. Yesss, your experience definitely help me a lot to start my project. So far you already answer my question and thanks for help. Appreciate for your reply as well.
Sorry for disturb you again @DevilZ, something strange happen in the process implement the photon engine.
As you mention early, don’t fork the starter kit better do it myself so I able to understand how the photon engine function. So I create a new project and try to do it. I follow the steps and issue come in Step4:
app.js to become playcanvas script object
app.js must be playcanvas object.
INSPECTOR > SCRIPT > SCRIPTS click "PARSE"
which write in githuh . I unable parse the script and keep the appear at the left corner.
I not even able to fill my appid and attach it to an entity. Is the SDK problem that haven’t update for 2 years or my personal issue. I also already make sure my scripts loading order same as the documentation.
Yeah I’ve had this problem in my last project, I think it’s to do with the new SDK. Go ahead and delete your old app.js script, and then create a brand new blank script called ‘app.js’. Inside this, erase all old content and paste the contents of app.js from the starter kit. No need to fork it, just copy paste the contents of the script from that project.
WOW…The app.js that your give me look a bit different from the githuh but that reason why it working. Thankssss.
Sorry for one last question When I hit play it give me the error Failed to construct 'WebSocket': An insecure WebSocket connection may not be initiated from a page loaded over HTTPS. after I fill the appid. Is that normal or abnormal behavior?