Jayjay's Forum Posts

  • 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.

  • 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.

  • I finally got a chance to capture some footage of my CC zombie game I Had Hope alpha version (Razer GameBooster has awesome screen capture tools <img src="smileys/smiley4.gif" border="0" align="middle">). Here's the video: http://youtu.be/Pxa9Xp2dUUw

    Quality didn't look so good after YouTube imported it for some reason though =S

  • Urled, this is just awesome <img src="smileys/smiley4.gif" border="0" align="middle" /> All I want now is style points and using Enter to open the car doors <img src="smileys/smiley2.gif" border="0" align="middle" />

  • If you're using WordPress on your site you can try the BrowserBlocker plugin to easily give a custom image/text splash screen depending on the browser they are using: http://wordpress.org/extend/plugins/browser-blocker/

  • Heh, I actually found a GIF matching the situation exactly: <img src="https://dl.dropbox.com/u/4714446/drm_in_action.gif" border="0" />

  • Scirra ran this promo to provide a solution <img src="smileys/smiley2.gif" border="0" align="middle">

    o you own a copy of Gamemaker Studio? For a limited time only get 25% off a copy of Construct 2:

    https://www.scirra.com/gamemaker-promo.htmedited><editid>Jayjay</editid><editdate>2012-12-03 13:59:00</editdate></edited>

  • Nice art! I'll post that link as a URL for people to click easier in my post above.

    I think you could also use some of that space on the left side of your main page to sneak 2 or 3 little Google ads in, that way you'll earn some income for people who come browsing or just grab the PNG format images you're showing in the preview box.

  • Looks like you'll want to use the "CommonDialog" object, it has some events for bringing up that file selector, setting which file type to look for, and then when it closes you can check its expressions for the information you need I think.

    Hope that helps <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Velojet, as explained it's just as bad as most cheating in games anyway where players can self-host servers or even MMO's with "anti-cheat". A slightly easier way to fix it is to simply not tell the player they are the host, and to try and pick host by best ping.

    rexrainbow, ah awesome, and yes I know it's not MMO quality, but I'm thinking of smaller games that people play with their friends rather than massive multiplayer.

    Ashley, ah okay I know exactly what you mean, but I think it'd be really important for built-in support for even the most basic of things like online chat, for those who aren't worried about extreme cheating or aren't basing their game around the multiplayer aspect.

    It could be like exporting Windows 8 apps instead though, where you go into the exported files and change a value or two to make the server work specific to your game.

    Edit: Ah, online chat would be perfect actually, that way people *could* use it to send gameplay messages without much difficulty, but they'll accept that it's not a serious server.

  • > If it's possible I'd rather see a plugin where the client side handles all of the game logic ...

    That would seem to impose severe limits on the complexity/fun of the game - what if two clients use their internal logic to come up with opposing outcomes (e.g. who has got to a waypoint first)? This is one reason why most serious multiplayer games need an authoritative server.

    I'd set up a fake "server"/host who decides how the game plays. Sure, they could potentially mod their own server traffic, but on a whole that will happen regardless of anti-cheat protection in my experience anyway.

    The other players send what they try to do, and then the player who is acting host will send back actual data the other clients adapt to.

    I'm certain that as long as it can be done from events/built-in to Construct 2, it will be very useful and worth the time to put a multiplayer plugin like that. Sure, allow third party plugins and advanced servers still, but basic multiplayer has to be possible.

  • Unfortunately I don't think web storage works on Android or IOS yet, but you can check on the Construct 2 "How do I..." forum here: https://www.scirra.com/forum/how-do-i_forum45.html

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  • I was overjoyed when I first found it too <img src="smileys/smiley17.gif" border="0" align="middle" /> and no problem <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Here's a clickable URL so it's easier to get to: http://gameartforge.blogspot.co.uk/

    Maybe run ad's and sell ad-free pages & early access to art packs? I think the voting on what's created next should remain free though.

  • If it's possible I'd rather see a plugin where the client side handles all of the game logic, and the server only handles the initial connection security (eg: a pre-defined password in C2 before export and) forwarding of messages to all other clients.

    This way the server could pretty much be a static script that people drop in a public webfolder (eg: DropBox) and point their client to.

    This is similar to my CC game Pixel People Online, the server can do some things but it's actually the clients that are all telling each other what's going on. The only thing I didn't like was that messages were sent to everyone, so on each client they had to first check to make sure it wasn't their own message that was received.