I've just got a few questions about implementing the multiplayer services offered here for AppWarp. We're new to using multiplayer modules, so we're trying to learn the in's and out's as we implement it into our game.
My team and I are currently trying to use the Color Move example to test real-time player tracking for Corona SDK. I know that project in particular uses a drag and drop functionality to update the tracker. We're currently trying to configure the project, to allow each player to see when the other player is actively dragging the box. We did manage to get something close to work, by putting the sendUpdatePeers in the moved event. The problem is, because of that, we pinged the server an insane amount of times. We also experienced a lot of rubber banding, which I'm sure was due to the number of pings we were causing. If it not the reason, is it because we are using the free service?
If we do have to place the UpdatePeers in the moved event, is there a way to limit the number of updates? A way which would make the game not lag and rubber band so much?
Another question I have is, should we be using a room? I noticed in the Fruity Monster example that they were using a room. The Fruity Monster example is close to what we're trying to achieve. The slight delay in player movement shown in that example is something we can get away with.
Thanks for your time.