kraed's Forum Posts

  • I have a game concept that requires the update of content such as new areas on the map, items, simple quests, etc.

    The base of the idea is for the game experience to keep expanding and developing after the core game is done and out (the gameplay revolves around replay value). I would keep creating content in my spare time(assets, areas, items, etc) and would like for the game to sync with the latest version at the start of the player's run as seamless as possible. What are the different possible ways to achieve this? And is there a way to manage this without the need of the player to update the game manually? I'm hopefully targeting PC, MAC, and Linux. I understand that making it browser based might help me achieve this easier but would prefer a way to go about it with node webkit.

    Thanks in advance!!!

  • You're welcomed, you seem to be understanding the logic/event system nicely. Keep it up and you'll see what awesome stuff you can cook. I'm still learning everyday.

  • You need a boolean for the enemy too, it doesn't know if it has to attack or not. Add a true/false for the enemy and put the animations/platform input events to the respective condition.

  • There's different ways to go about it, the one i usually use a single sprite with different frames for the amount of hearts. First frame (which is frame 0) has no heart, frame 1 has 1 heart, etc. I set the animation speed to 0 then i set the frame to match my player's life variable.

  • You could also refer to the object in the condition first before adding to the instance variable in order for it to reflect on THAT object's variable

    For example if you put:

    On object creation- Set unitname +1

    That will add 1 to that object, not the ones already in the layout, just make sure it refers to the object you want in the conditions before changing the instance variable.

    I'm utilizing the same for some platforms i need to change color, at first i had the same issue until i realized it needs the above, so i made a condition where if in collision with the platform it added to the instance variable. I learned that it only adds to that one object you collisioned with, not the others.

  • UPDATE

    Got the basic up with two characters, player 1 is controllable through my PC and player two is controllable by my phone. I did a set up where if not on mobile, it goes directly to the server and creates a room, making player one the host. If in mobile, it sends you to layout where it connects a few seconds later into the same room and just displays the control buttons which sends on/off type input to client values. The host game receives that and simulates controls for the 2nd player.

    Is this efficient? could i do this easier and/or better with some sort of syncing and direct movement rather than client values?

    An issue that seems to be forming here is responsiveness. Keyboard and mobile will never play/react the same so this might add some sort of unfairness into the game...not sure how to set it up as best as possible for the keyboard and mobile to react as close as possible. Mobile screen with buttons is bigger than keyboard arrows, touch sensitivity is different than keypressing, keyboard data goes directly to the game while mobile data is going through wifi. This factors combined with screen size and playing style will most probably make the game feel different for players. So i might need a solution for this. Maybe ditching keyboard, everyone needs a mobile phone...but then why make it a PC game? Mimicking the desired response in the not equally responsive method is another idea. Or just keep optimizing the multiplayer inputs to get it there.

    I need to know how the client inputs and LAN affects the incoming data. The whole precision, 2 byt/4 byt, linear, thing has me confused and i suspect it could help me out greatly to get it working fluently. If anyone cares to explain, it would be HIGHLY appreciated.

    I need to add 2 extra players as well, that will probably stir things up for sure, need to sync extra mobile phones and make it so that controllers connect to the correct LAN game/room.

    Still would love some advice, guys!!

  • blackhornet

    Hm, that plugin looks mighty peculiar. I saw some interesting effects but not sure how to try my idea with it. I need to place a texture (either above or below my character) and my character's clothe parts should reveal the still texture underneath. Paster seems to do that in reverse, paste objects into a canvas or quad. I do notice it has a blend mode for the quads but no idea if that can help. Maybe i'm missing something, any advice with Paster?

    --EDIT--

    Darn, i just remembered that the character parts overlap one another and will have character parts that i do not want textured infront or behind. This is harder than i thought. xD

  • In the meanwhile of expanding a local multiplayer concept, i have decided to try a very intriguing effect as seen in the Cartoon Network show "Chowder": characters render a texture underneath the clothing that stays still while the lineart and sillhoutte move.

    I'm trying the effects and layout settings to see if it's possible for my character's sillhoutte to do the same and render a texture underneath or above it. I have managed to get the following by creating a none transparent layer that forces its own texture with the texture as my first layer, a second transparent layer that forces its own texture on top for my characters, and my characters blend mode set to destination out, and a final layer with my platforms on top.

    My problem is that i would like to use a different texture for each player (4 max) and not the same texture for all of them and if i place another layer with an extra texture above one of my characters (for another character to use), i will be covering the already textured character bellow since the layers with the texture are none transparent.

    What are your suggestions and is this even possible with the available layer and blending settings?

    Is there a nice documentation that i'm missing or skipped that might help me out?

    Take in mind, it is intended for real character assets made out of sillhoutetes to be used rather than boxes, and with the awesome spriter/c2 integration i would be setting the clothe objects to have the blending properties needed.

    Any and all help would be appreciated, thanks in advace!

  • I have meddled a bit more but usually end up with a mess of faulty and confusing code. I'm getting familiarized with the multiplayer plugin and trying to get the idea going but i'm not sure if when my peers are connected i'm in local or internet.

    I'm trying to send the controller data from another layout which is not the game layout, not sure if sending info this way will give me problems or is the reason it's coming out faulty. I suspect i should create a different game/app which connects to the same room and has the controls and just send input from there.

    I'm still a bit confused with object syncing and client input/update. I pretty much just need to receive the none host peer input without having to rely on syncing the host's game with the controller game that much since...it's just a controller, everyone is watching the same screen.

    Will keep at it, any suggestions and clarifications would be awesome.

  • Greetings to all!! I am currently intrigued with a multiplayer concept i want to test and would like to know how to go about it in C2.

    The idea:

    Local multiplayer game, played on a single computer where up to 4 players battle each other out. Rather than utilizing a single keyboard for all or connecting extra gamepads for players 2-4, i want the controls to be accessible through mobile devices. Making it one single game, everyone playing on the same layout in player 1's PC and players 2-4 will use their mobile device as a controller through local Wifi. When connecting a mobile device it will get linked to a player, show the particular layout with the touch controls in the mobile screen and allow the actions performed in the mobile device on player 1's screen/pc.

    I'm reading on local multiplayer, local preview, gamepads, and touch controls in order to find the proper way to achieve this. I'm pretty sure that with the current touch controls and multiplayer plugin is more than enough to get this going.

    Help me out guys:

    How do i set up a multiplayer LAN game? I understand that the multiplayer plugin connects devices on the local network automatically but how do i go about joining two instances of a game through LAN?

    Can i make it so that there is only one game (player 1's) and be able to connect the mobile controllers? (maybe through a downloadable app made in C2 with just the controller support for the game)

    Is there a way to set a LAN preview that allows me to play in my PC and on my mobile simultaneously on the same game to test the idea out?

    Any and all help will be highly appreciated, if i get it running i will most probably upload a capx for others to try the same mobile controller method. Thanks in advance.

  • Freaking ace, man!!! Excellent work, love the atmosphere, art, and music! I personally feel comfortable with the controls, makes me feel i can actually get good at the game rather than being too difficult or too easy.

    What aspect of the game is procedural and how are you going on about it in C2?

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  • A0Nasser and everyone else who has asked about the player.

    I apologize, guys, but there's no player character yet!! Barely into the prototyping stage and making assets by myself (unpainted assets to be precise). But soon, very soon. In fact, i'm not sure if walking sticks/canes will make it to the final product.

    I updated the mockup/prototype with an interesting example of where it all will expand from. Also added some sound effects for the dirt grumbling and "spellcasting". Try it out!

  • No characters nor enemies showed up in my browser (firefox), just the music and painterly scenery. Then i tried it in Opera and worked pretty well.

    Looking forward to the tuts and the interview, it all sounds awesome.

  • I second the tutorial idea, been wanting to learn how to tackle painting (i'm stuck with grayscale renders in need of color!!).

    I gave it a try on my browser but only got so far as to see the (very nice) background, will try again on my mobile soon.

  • This is some serious pro work. The colors are working very good together. Having awesome art is one thing but creating an atmosphere and putting it all together is another, good job on both!