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forum topic indicator new multiplayer variant
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Sum
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2025-04-17 10:44:29

I use Node.js for my multiplayer, but it sucks, always starting the server and managing the ip adress for each computer. Is there a other variant for a multiplayer server that is easier to handle?

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swordmaster
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2025-04-18 00:54:16

Sum, the Okeoke was or is working in something involving multiplayer check his videos in youtube, in itchio from sven you will problaby find some work made from him in multiplayer.
Now one important question. how you made or how you make one nodejs aplication using webgame made from coppercube, I am have problems to using copperlitch (the web exportation from copperucbe) with nodejs, to be sincerally I couldn t and can t make nothing to make both work together, I want to use nodejs to create games that will run in windows, mac and linux 32bits and 64bits. I you can help to make this I will very happy, with your help, and for me the process can be shared with community allowing the all users make games that will run in linux without wine.
Thanks the attention

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Sum
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2025-04-18 10:42:11

I use the .exe software for my multiplayer. I think Okeoke did succeed in web multiplayer(copperlicht) using Node.js (https://youtu.be/BtPvHybMvnE?si=...). Ive recently found out about Glitch.com. it does host node.js applications and the server is hosted online and doesnt need a local computer. But i dont know how to connect glitch and coppercube togheter so it works, any help would be appreciated.

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Des
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2025-04-18 13:00:27

Hi swordmaster, are you working on a game?

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swordmaster
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2025-04-19 00:42:18

Sum, I think I know the program you used to make the exe, I thought you made the port from web to nodejs in diferent way like in this video:

https://www.youtube.com/watch?v=kGJOwoWn8m0


About the multiplayer, sorry, what I know I answered, the copperlitch can be a little complicate to make conection with another tecnologies maybe archangel, hadoken, sven or okeoke can help you.
In multiplayer level my best reference of easy multiplayer is photon extensions and services but at I know the coppercube don t have support to photon, the game engines that have suport for photon is unity, coco creators.
Some game engine like gdevelop is trying to give one multiplayer in built services for users, but problaby is very limited for free users.
The best chance you have is another person that understand of copperlitch and nodejs answers for you, you can try too search in youtube some tutorial or in google how to make the conection with nodejs and Glitch.com. Another solution maybe is try to port coppercube web game to electron or webview, maybe the electron or webview have some support for glitch, but is better try to find first one solution for nodejs before to try electron or webview tecnologies.


Des, I am working in one project, but is not complete, because this I didn t show it yet; my project is for windows, is possible to my project be ported to web and android, yes is possible, but I need to finish and fix some bugs before the project is complete for windows before I try to port to web and android, and you Des have you working in something?

thanks the attention

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Sum
Guest
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2025-04-19 09:44:47

Swordmaster, I once tried making a multiplayer game on Android using Node.js, but the latency was really high—sometimes up to 10 seconds—which is too much for fast-paced games like first-person shooters. The main issue is that I used "http" instead of "https". On most Android devices, "http" is seen as less secure, so the system won't allow the request to go through. But when I switched to "https", some connections were allowed, and the requests could actually go through. So that's a key thing to remember if you want stable connections on .apk multiplayer.

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Des
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2025-04-19 12:34:16

Yh,swordmaster, I've got a project ongoing

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okeoke
Registered User
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2025-04-19 13:02:41

If you're making a webgl/copperlicht game you should look into using some more modern stuff like WebSocket or WebRTC if you want p2p connection.

For desktop applications I personally use node js + express. Delay really depends on there you host stuff - I rent a bunch of VDSes for my personal projects. The cheapest one was 10 euro/year which expired in January. I had my mmo concept running there: https://youtu.be/YU7Ntd2r0dg.

If you're making a pve game coding this is not that hard. The issues starts with real-time pvp really.

Sum wrote:
Swordmaster, I once tried making a multiplayer game on Android using Node.js, but the latency was really high—sometimes up to 10 seconds—which is too much for fast-paced games like first-person shooters. The main issue is that I used "http" instead of "https". On most Android devices, "http" is seen as less secure, so the system won't allow the request to go through. But when I switched to "https", some connections were allowed, and the requests could actually go through. So that's a key thing to remember if you want stable connections on .apk multiplayer.


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Sum
Guest
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2025-04-21 14:01:32

okeoke, i succeed making a simple glitch connection where you send position,rotation and store data to make a working multiplayer. but whenever i made a request in the desktop application, it just printed a blank message. I tried changing some Settings but still the same result, is there a advanced way to make it working?

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okeoke
Registered User
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2025-04-23 09:11:54

No, I didn't manage to make it work as well.
I think http client needs to support redirect responses, which I don't think coppercube supports.

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Sum
Guest
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2025-04-23 10:19:32

i tried printing the actual results, and i found out that it sends this large html code. i again tried the same code on the local nodejs, it did work normal as excepted. but on glitch.com it doesnt work. i think it doesnt work becaue of some kind of security setting that doesnt allow the connection to go trough.

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Sum
Guest
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2025-04-24 11:09:52

I found a other solution, i found out about "render.com". its also free and you can host realtime nodejs applications. Its pretty neat and you dont have to start everytime the server, it just stays online until you deactivate it.

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alipreza
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2025-04-30 18:29:14

for me it aint working, it just returns "redirecting...", what am i doing wrong?


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