oosyrag's Forum Posts

  • 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.

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  • "...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!

  • Is it possible to scale one axis independently of another on a system level?

    Or achieve a similar effect for pseudo depth in an isometric game, as far as the 8 direction behavior is concerned. Moving vertically should be slightly slower than moving horizontally.

    Visually it can be done simply by adjusting the height of the object for most simple shapes, but the coordinate system is still even/square.

    I considered setting the 8 direction y vector as a percentage of itself, but that would be recursive and not preserve the natural speed of the object over time.

    I'm thinking I'll be needing to put together a custom movement system, which is a bit troublesome so I wanted to ask first in case I was missing something obvious.

  • Maybe an e-mail via smtp would be the most straightforward thing I can think of.

  • Assuming you have a published game already -

    Instead of adding an IAP that users can purchase that does something

    First add an IAP that doesn't cost anything and also doesn't do anything (besides some way to let you know that you have it), that only you would know how to "buy".

    Publish/update your game as you would normally would have.

    Buy the IAP yourself and see if it is activated as expected. Does it work? Then add your real/planned IAPs.

    Also can't you publish a beta/developer version to the store that is not available to the public that you can use to test?

  • I would not presume there would be any noticeable difference. construct.net/en/tutorials/construct-3s-export-4 has more details.

  • To test, you should deploy an IAP onto your live game in a way that the general public does NOT have access to - enabled by debug or dev mode. Then you can test it yourself live, given you're the only one who knows how to get to it - your users won't be able to accidentally make a purchase.

    Alternatively, try setting up a free non-consumable IAP that doesn't actually do anything and a test environment to see if it has been activated or not.

  • Loading time seems reasonable to me. Not sure what else there might be to optimize besides smaller sprites and scaling up. It loads significantly faster cached so it might just be downloading the game slowly the first time, which is dependent on Kongregate's content servers.

    Game looks great though!

  • I'm not familiar with the specifics. Also note that those were for C2, I don't know if there were changes since then for C3