Is Multiplayer/online possible with Construct 2?

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  • Velojet Fimbul, I have to disagree with both of you on the user/benefit ratio part. I think even the most extremely basic of multiplayer built-in features would attract beginner devs to multiplayer concepts, make Construct 2 even more viable in educational uses, and also would allow people to still make decent things without much effort outside of the program. Literally, sending messages between each other is all they need to do built-in for it to be useful.

  • Jayjay

    It'd be useful if you could give us an example of the sort of decent extremely basic multiplayer game that you have in mind.

  • I think even the most extremely basic of multiplayer built-in features would attract beginner devs to multiplayer concepts, make Construct 2 even more viable in educational uses, and also would allow people to still make decent things without much effort outside of the program. Literally, sending messages between each other is all they need to do built-in for it to be useful.

    I agree with everything you said except "built-in". Why can't third party devs make it? What exactly makes it so that Scirra must be the one to do it?

    I'd agree with you if it were something deeply integrated with Construct - something devs don't have access to - but like I said, the only way for Scirra to commit to that is if Ashley believes the end result will be good, and the only way for the end result to be truly great is a node.js exporter which IMHO isn't worth the trouble comparing to other stuff that can only be done by Scirra.

  • Velojet, A simple avatar chat program like ThePalace, IMVU, could easily be done through simple chat-like messaging between clients. I made one in Construct Classic with SciDave's plugin here: Pixel People Online

    There's no real "cheating" possible (just remove kick commands), but it allows people to hang out and socialize.

    Fimbul, I know, but I really want it included with Construct 2 so that anyone could use it if they didn't know to come to the forums, or so that they even know the plugin exists.

    I guess a good method would be to highlight some types of third party plugins that exist in a list on the C2 download page, and forward a "See more plugins" link from there to a list of complete plugins on the forums.

    I definitely agree on the point of exporting a serious node.js being too low priority, anyone making an extremely efficient multiplayer game with proper authentication will likely be able to do that themselves in good time.

  • Jayjay

    I believe Ashley has stated that there will be an extension manager integrated with c2 to download third party behaviors/plugins at some point in the future.

    That should solve things.

  • Fimbul oh wow I didn't hear, that would be perfect <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Jayjay

    Yet-another Construct 2 Repository. This is a plugins/behaviors repository I made before. I use it to pass plugins to my team member.

    Of course, official repository will be better.

  • Velojet, A simple avatar chat program like ThePalace, IMVU, could easily be done through simple chat-like messaging between clients. I made one in Construct Classic with SciDave's plugin here: "Pixel People Online"

    Jayjay

    Thanks for that - very useful in getting an idea of what you have in mind. Your 'Pixel People Online' looks cool and is a great demo of what might be made.

    SciDave's Network CC plugin looks pretty low level, being packet-based (e.g. "GetToken(Network.PacketData,1,":")"), and if that's the sort of addtional functionality you're wanting in C2, I wonder just how many of those you called "beginner devs" would have the sort of networking savvy needed to "make decent things without much effort".

  • rexrainbow, ah that's cool! I hadn't seen that.

    > Velojet, A simple avatar chat program like ThePalace, IMVU, could easily be done through simple chat-like messaging between clients. I made one in Construct Classic with SciDave's plugin here: "Pixel People Online"

    Jayjay

    Thanks for that - very useful in getting an idea of what you have in mind. Your 'Pixel People Online' looks cool and is a great demo of what might be made.

    SciDave's Network CC plugin looks pretty low level, being packet-based (e.g. "GetToken(Network.PacketData,1,":")"), and if that's the sort of addtional functionality you're wanting in C2, I wonder just how many of those you called "beginner devs" would have the sort of networking savvy needed to "make decent things without much effort".

    I had some experience with game creation for a few years already, but that game was actually my first time making a networked game and took around 3 days, so I think beginners could definitely come up with something like it without any prior knowledge of javascript/coding <img src="smileys/smiley1.gif" border="0" align="middle" />

  • >> SciDave's Network CC plugin looks pretty low level, being packet-based (e.g. "GetToken(Network.PacketData,1,":")")

    Realize this is an old thread...but my plugin is actually message based. You define the type of message by defining a key word "position" or "gameover" and then I used CC's built in Token function to search for the keyword. That is actually the super simple part.

    The hard part of building a networked game is designed the game logic around a multi-person game. That is the piece that would be helpful for the plugin to manage at a higher level and hopefully C2 takes some of that burden away from the user vs how I did with the CC plugin.

  • multiplayer support is a far greater attraction than you guys are making it to be. even 2 player games were vastly more engaging than single player games, a simple shooter game like gradius is vastly more entertaining as a joint mission (lifeforce, twinbee)

    single player games are fine, but making something that you can share with friends or use to meet new friends is far better.

    let's start with something simple. multiplayer asteroids. can it be done?

  • ram1024: Be aware some players are not attracted at all towards multiplayer games, so in the end it only depends of your target audience.

    As for the question "is multiplayer possible" yes it is, though at the moment real time is not really technically doable and it requires you to code the server side out of Construct2.

  • some players are not attracted at all towards multiplayer games

    a minority of people would absolutely refuse to play a game just because it had a multiplayer option. i'm not talking about competitive play only games, i'm talking co-op or even just games where the only interaction you have with other people is chat

    cheating was mentioned, in a co-op game like contra does cheating really matter?

  • ram1024

    Real time multiplayer work for me well enough on a regional bases. I don't know where the myth that TCP can't do real time, but it's nto true. UDP is far better for realtime, but TCP can still work. Age of Empires was Realtime. Guildwars, WoW both use TCP for PvP. Is it as good as Call of Duty Counter strike. No, it's not. but the word "can't" or "technically not doable" is not applicable.

    Hese a demo of TCP game

    scirra.com/forum/Online-multiplayer-test-please_topic67488.html

    There is no advance client prediction or dead reckoning. So if the latenency is bad enough characters will make a small jump. That's easily fixable by a better movement engine. The sample never intended to be good. just show the viabliity of WebSockets for real time game.

    To me it's a success :)

    the Server is located in Vancouver Canada, running on a netbook.

    Also awarmenhoven and I are working on a mulitplayer solution for C2. We have a thread started looking for input in regards to how developers want to use the plugins.

    Bubble Game Server in design

  • i'm glad people are making steps towards viable multiplayer. thank you for your post, the shooter test you created was enough to convince me that it will be solved by the time i actually get proficient enough at using construct to actually need something like it.

    cheers

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