oosyrag's Forum Posts

  • You'll need to go to layer properties and enable the "force own texture" option. Your blending source and destination objects need to be in the same layer.

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  • Highly unlikely.

  • I'm assuming you are talking about art. Art is the heart and identity of most games. It is best to make your own, or have a person or team to create graphics under your direction.

    Smart use of pre-built assets can possibly lead to great results (PUBG), but usually will look like junk, even if the original art was high quality (PUBG arguably also looks like junk). It would be pretty rare to find assets from a single artist that would cover all your needs, so you would have to mix and match, and then the lack of cohesive art direction becomes pretty obvious.

    If you don't have the resources to make original art, then obviously you'll have to make do with whatever you can get.

  • Simple answer would be no.

    Technically it is possible, but outside of the scope of C3 by itself. It also adds a layer of difficulty on top of the already complicated task of making a multiplayer game.

    You CAN use the built in multiplayer plugin to match only local players, via a shared typed code or qr or whatever else system you want to design. The result would be essentially the same as a LAN only game, with the only difference that you have to be online to make the initial connection.

  • You have to decide yourself, as a designer, how you want the enemy to move.

    Answer the questions: Where/how should the enemy move (actions), and when/why the enemy moves (conditions).

    Use the answers to put together your events.

  • I wasn't answering you with that post lucky. If you want to create a specific object, just create that object directly instead of selecting the family.

  • Families can be used for picking. When you set the global variable to 1 or 2, create and set an instance variable in the player object to 1 or 2 as well. Then you can use the family - compare instance variable = global variable, it will pick the chosen object.

    Although if it is the only existing instance or object in the family on a layout, using the family will only pick that one by default anyway.

  • I think you're missing the point. Host migration is not a good solution - it is a bad design choice even for commercial games. Build your game with with a non-participating dedicated host instead.

  • Then select the specific tiled background you want when creating the object...

  • Put them all in a family.

    System action - Create family object.

    Create object

    Create a new instance of an object type on a layer at a given position. If a Family is chosen, a random object type from the family is picked, and an instance created for that.

  • IIRC host migration can already be done, I remember seeing a template for it somewhere.

    But host migration is a clunky and lossy process, regardless the platform you are developing on. This is why commercial games pretty much all use dedicated hosts instead, which you can

    (and should) already do with the existing plugin as is, rather than try to build and rely on a host migration system.

    The multiplayer plugin is probably the lowest priority to be updated so I wouldn't hold my breath waiting for it. It actually has quite a lot more functionality than people give it credit for, high expectations aside. The understanding of core multiplayer networking principles is the hard part .

  • I don't see anything wrong with the events. The signalling logged in/join room event fires but the joined room event never triggers again after the first time.

    Could be a bug. Submit a report at github. You can strip out the groups and the peer sprite objects and still demonstrate the issue.

    Even if you have just one tab open, connect as host, disconnect as host, you can't join the room again after that.

  • "...placed buildings to show for both players..." - Is your building object synced?

    "...host to place the building based on the peers actions..." - Peer message to host, I want to put x building at y location. Host checks for validity, if possible place/create the building. If not, message peer back with error.

    "...and link it to the peer at the same time." - Add an "owner" instance variable. When creating the building, set "owner" to the Multiplayer.FromID from the on message received event (the one requesting to build the building).

  • No they are both built in.

  • Excellent thanks!