Ty for the insight :)
I did yes :) I do notice that this example also limits the bandwidth and does not utilize certain key aspects of interactive gameplay though, other than movement. The fact that taking damage is merely based on collision points and text/message updating makes the example simplistic in terms of multiplayer capabilities, though I believe this may have been intentional.
I suspect the limitations of MP are obvious once designing starts, though I am curious if the delay and such stays consistent with a higher number of broadcastings and syncing objects and collections of such.
After reconfiguring the codes for what I am building, I was able to get bullets to be nearly within useable limits already so that's a plus because bullet speed is high usually. I would say that is a major plus. I cant convert my work over to c3 from the free testing, and there would be so much to copy over, but I might just do that and test!
I could give a great insight on whether people like me who have had to reconstruct the entire multiplayer aspect to get it to work may actually find it very worth it in c3. Time will tell :)
I know one thing, Ill never go to another software whether I stick with c2 or go to c3. I've tested them all. This, Ashley and team, is by far the most versatile type made for people like me who have learning disorders. It is very easy to change and test and change and test :P. Progress is progress and I've made the most with construct thus far!
People give Ashley a hard time a lot but man I couldnt do what you guys have done. I commend it all and appreciate it and I would have made the same paths, moves they have made over the years. People can be brutual even when you give your best to them. Just want to extent my appreciation.