Badramgad's Forum Posts

  • I am well aware of the official Greenworks plugin, but the latest version is 3 years old and the newer nwjs versions do not support it. The old Construct 2 asset store simply redirects to the Construct 3 asset store and so I cannot get the Steam4C2 addon. Is there a modern way to implement Steam achievements in Construct 2?

  • Hello all! I was just wondering if the Multiplayer object provided in Construct is capable of making games as big as Terraria. Thank you!

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  • Hi all!

    I am currently fiddling with he multiplayer object and is definitely making progress. I was wondering how implementing microtransactions may be possible. The IAP object is only for mobile games and the game I am making is for Steam. Actually, Steam provides a safe way to purchase microtransactions through your Steam wallet. Here is the document: https://partner.steamgames.com/doc/features/microtransactions

    Is the content shared in the documentation actually usable by Construct?

    All answers are appreciated, thank you!

  • Hi all!

    I am currently fiddling with he multiplayer object and is definitely making progress. I was wondering how implementing microtransactions may be possible. The IAP object is only for mobile games and the game I am making is for Steam. Actually, Steam provides a safe way to purchase microtransactions through your Steam wallet. Here is the document: https://partner.steamgames.com/doc/features/microtransactions

    Is the content shared in the documentation actually usable by Construct?

    All answers are appreciated, thank you!

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  • Hi, so I'm starting a new multiplayer game and was just wondering how easy it would be for those with ill intentions to manipulate their in-game values if I were to use Construct 2 for this game.

    From what I heard, hackers are pretty advanced these days and can hack almost anything (A good example would be Bethesda's Fallout 76), so how hard is it really hard for them to hack Construct 2 games that run on a Scirra signalling server (https://www.google.com/search?q=buy+a+server+construct+2&oq=buy+a+server+construct+2&aqs=chrome..69i57.2624j0j7&sourceid=chrome&ie=UTF-8)?

    Thanks in advance.

  • Steam Page: https://store.steampowered.com/app/1146390/Where_Are_We_Now/

    Confused and puzzled, you wake up and hear nothing but the quiet wind. You scan the environment around you, only to come to the realization that you're stuck on a floating island. But it's not void of anything, there's a bunch of seemingly random objects and items that are on there with you. Find ways to proceed to the other islands using the items you have and by solving unique puzzles. Along the way, meet other survivors whose fate and actions differ depending on the decisions you make throughout the journey. It's your story, after all.

    Thoughts are appreciated! :)

  • Hi, all!

    I'm planning on making a game that involves islands in the middle of the ocean. Of course, when on the island, the player is allowed to walk freely, but not beyond the borders of the islands and into the seas.

    I was just wondering if there was a way to make the interior of the island non-solid, but the borders the opposite (Without using an abundance of collision polygon points).

    I thought of using containers and adding 4 borders each time an island generates, but that would just be too many objects that will slow the game down for sure since there will most likely be a lot of islands.

    I was also wondering if there was a way to invert the collision polygon points. That way I could just invert a square border on top of my object.

    Thank you.

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  • Now, I have read blackhornet's tutorial of the tic-tac-toe game and I have read all the entries in the multiplayer tutorial by Ashley.

    There is something that I seem to be missing, though. If I want to create a lobby on one layout, and the actual game on another layout, then the lobby server would only be the host of the lobby room and none of the actual game rooms, right?

    I have read some answers to my question and someone mentioned "client versions" of the game with "host events disabled" (https://www.construct.net/en/forum/construct-3/how-do-i-8/create-multiplayer-lobby-145489), would someone kindly explain how that works?

    All answers are greatly appreciated, thank you.

  • Okay, this is probably a noob question, but seriously what are they? Like the ones that the multiplayer object type utilizes?

    What is the difference between them and instance variables?

    I have seen them being used in the real-time shooter template to transfer the position of the cursor in order to determine the angle of the "peer" object type (Or simply a player) and for realizing what buttons a player is pressing. Still, I feel like I'm missing something important, which I would truly appreciate my attention being brang to.

    Thank you.

  • I just realized what the issue was. I had "Default Controls" turned on... When turned off, everything works as it should.

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  • Hi, I just got into creating Multiplayer games using Construct 2.

    Photon looked cool and somewhat simple, so I downloaded it and played around with it for a bit. I watched a video on how to make movements and such. It works, until more than two players join.

    My Code:

    Only a maximum of two Player object instances are made at a time for some reason, causing multiple players to have control over an instance.

    Please ignore any events where the object "Creation" is involved. This is something entirely different.

    The youtuber I watched has had many people address the same problem in the comments without ever fixing it. He also never showcases a game with more than two players. (Video: https://www.youtube.com/watch?v=rAKvWdPRzlA)

    Does anyone know what the problem is?

    Thank you.

  • Hi, I just got into the concept of developing online multiplayer games with Construct 2.

    As a start, I decided to use the existing real-time shooter template as a text.

    The template is great and works perfectly with objects that have the 8-direction behavior. However, as soon as the 8-direction behavior is switched to a platform behavior (Along with all the "simulate controls" events changed to properly move a platform) the host gains full control over all peers and themselves whenever moving. This obviously shouldn't happen since every player should have control over only the object they have been associated with.

    Anyone know what the problem is?

    Thanks.

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  • Both add-ons look very practical, can't wait to try them!

    Thank you both!