apeisa's Forum Posts

  • 4 posts
  • digitalsoapbox That is pretty much what I am doing. I am saving inputs with setbit() method into inputs variable (just like in multiplayer tutorial 4), but not using the built-in input syncing and prediction, but syncing that variable and moving all players on each screen locally with same functions.

    Movement is smooth for everyone. I do occasionally (like on landings etc) sync positions and it is very rare to get any syncing glitches (something I can tweak of by syncing positions more often).

    Unfortunately my game has physics on bullets (or darts) and that is something I have to live with. It is still pretty great gameplay for all, but host has clear advantage (since all physics calculations are done on host). Probably will end up adding server there, so all players will be on same level.

    I watched Sombrero trailer - looks very cool! Pretty similar game than what I am building (I love that kind of 2D action games - will definitely buy Sombrero). Have to admit that you have much cooler graphics and without bullet physics it is much more suitable for online play! Is the release coming soon?

  • Colludium - especially the Minebombers comes to my mind from your game. That was absolutely fantastic hot seat game: https://fi.wikipedia.org/wiki/Mine_Bomb ... enshot.PNG

    Regarding multiplayer - pretty same here. I do use multiplayer native sync too, I have physics (bullets etc) going on and those are created on host only and synced to peers. Works very well. But what comes to peer inputs, there I use messages and broadcasting the inputs and then moving them with functions (same functions on peers and host) - then I do update positions on whenever player stops or lands (seems to be often enough to keep them well synced). It didn't work with input prediction at all.

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  • This reminds me of many of my childhood favourites. Games like Minebombers, Liero, Molez and even cave flying classics like Wings, Auts and Kops (are you familiar with those?). Looks like a great fun!

    I am building multiplayer platformer myself too, so would be interesting to hear what strategy you used to make Multiplayer plugin work with Platformer behavior? I ended up with a little bit simplified version of what troublesum posted here:

  • Hoping for fix on this also. There are some workarounds (), but it would be great to get native multiplayer and platform behavior work nicely together.

  • 4 posts