philx's Forum Posts

  • you can change gravity options at the behaviour's properties .. or do something like this:

    on start of layout -> set "player" gravity to 0

    Next time a Live demo or a .capx would be helpful ;)

  • there is actually a nice tutorial in youtube. The channel is called "ConstructDude" or something and he explains how to make such a "terraria" swinging sword animation quite nicely. Maybie you should check it out in addition.

  • Joannesalfa

    so i guess you have to make the gamer bigger than the actual screen so a bigger device just sees more of the game .. right?

    I have the same problem.

    Can I somehow stick my controls to the screen corners so they will be nicely placed in the corners on every device? Maybie with Anchor behaviour? but i haven't been working with that yet.

  • Check out the FAQ thread.

    FAQ

    There's also an example of a realistic rope.

  • Would be good to have some sort of bounce effect on the walls, perhaps even something like a moment of disorientation :)

    Upgrades are always good, here is a suggestion for a few: faster turning, ammo amount

    Also, got a suggestion for you making the level of multiple players more fun to experience results of their play:

    When there are 2 left, make a special moment:

    IE: second person died, then:

    the screen goes just a little bit darker, apart for a spot in the middle, with on each side on of the players, perhaps slightly zoom in, add an exciting tune like something is about to happen: and then have the two fight it out ..   Sudden death moment.

    It perhaps doesnt mean much, but that moment of special battle could be where the players are aiming for to end up :D

    Great Ideas! thank you for your input.

    faster turning i already got on my list (agility/handling).

    I wrote everything down and I will check how much effort it is to create those things. I like your point about the desorientation and i'll definetly do that since it's not that hard to implement.

    The sudden death moment is something about the gamer's experience which I didn't really give a lot of thoughs on. Maybie I underestimated the importance of that. I will create this with an update at the latest.

    But this is something I haven't got a lot of experience with. I want to make an animation for a double kill aswell that there are short lightenings all over the screen for 1 second. I'll have to experiment with those visual effects a bit.

    And I can't imagine yet how to set up a proper "coded" trigger when someone achieves a double kill .. but we'll see about that.

  • is there a possibility to "transform" the layout? In my game i have control panels in each corner and i have "boundries" on each end of the layout, so i can't make my layout bigger than my screen size and I would like to stretch it so it's full screen on every device (sometimes it might have a strange aspect ratio but i dont mind. If not, what is the best Aspect Ratio for Android tablets in your opinion? Do you guys too develop your game for the best possible resolution and then scale it down for other devices?

  • phlix, haha, yeah I think you already had the same idea :), liking it

    As to spawning and where, perhaps have that related to game type.

    ie normal mode: players spawn in their respective corner, crazy mode randomized :)

    Yes we had :D thank you for you feedback.

    I think I'll go with a corner spawn and spawn protection in normal mode and then in crazy mode i'll try something like round-based game where you don't respawn and when there's only one player left the game will move on to a further layout where you can improve you stats like Speed, Handling, Bullet speed, Rate of fire ... and so on, based on the amount of kills you did last round. So the first round everyone will be very slow and it's hard to evade bullets and then round afer round you can choose what you want to improve ..

    In my previous versions i always let the player die if he went out of the layout but I'm thinking of aligning the layout border with solid sprites and give the players the behaviour "bounce of solids" .. What do you think about that?

    In later updates after the game has been released, I want to make expensive special upgrades where you can buy for example a upgrade that let your bullets bounce of walls etc.

  • nice one :D and your welcome

    Might I add a suggestion,stuff each control in a corner ;)   max space usage, more comfortable playing.

    You could also ponder placing it on the center of each side, but it would give an unequal devide.

    lennaert

    Thanks for your suggestion. Have a look at the "second version" Live Demo in my Main Thread This is how the controlls are going to be placed.

    By the way! Has someone a good Idea how I could manage the spawn system? where should the characters spawn after death? random? with spawn protection? or would it be better to play like elimination .. without respawn wait untill the last one is left, he gains the most points and then the next round starts.. ?

    jayderyu how do you spawn players in your game?

  • Check out my thread with the Problem

    Thread

    I came up with a pretty good solution in my opinion.

  • Allright guys I got pretty much uf my stuff to work.

    I worked with sub-events like lennaert in your example. Thanks for sharing.

    justifun I can't have a look at your capx because of a missing plugin but i'll definetly check it out later when i have more time.

    jayderyu I finally had the time to finish it.

    This is what I came up with for my cooldown behaviour:

    Live Demo

    with these little events I achieved more or less the best cooldown system i ever had xD I didn't test it on a mobile device for multiple touch inputs at the same time but i really hope it works lol

    (edit: url did not work for some reason)

    CAPX

    EDIT: ignore the animation frame for now. It does not reset properly, If you have a good solution feel free to write me.

    This is the new array which i store almost all information about players in. (edit: url did not work)

    y0 - player number

    y1 - wheather a shoot button is on cooldown or not

    y2 - custom cooldown time, can easily be reduced on kill

    y3 - amount of degrees I change the bullet.angleOfMotion while a movement key is in touch.

    y4 - bullet.speed of each character .. very easy to change if someone picks up a speed power up for example.

    y5 - player kills ...

    y6 - bullet speed ..

    y7 - animation / "skin"

    and so on ..

    this is my movement example which i also reduced the events a lot.

    Live Demo

    CAPX

    If you have any questions about the array just ask.

    cheers!

    phil

    11.11.13

  • > jayderyu

    > I actually got something to work 5 minutes ago. I'll post it here tomorrow.

    Awesome. good work :)

    i didn't get it done. and haven't got time at the weekend but i will definetly work on it a lot on monday. and i hope i can post it on monday evening.

    How have you dealt with the movement in your multiplayer game? Have you created something like this yet?

  • instead of sepperate keys, use 1 touch object with vars, spawn that, give it variables like: name and action.

    ie

    name: player 1

    action: moveleft

    on layout start spawn all objects on desired locations

    Make 1 input on touch event for the spawned objects.

    ok. that sounds interesting. Are you talking of something like Sprites with different UID's ?

    You cant creat them if you hold control while you drag a sprite.

    couldn't you use family variables then?

    and how would you go on with the movement events then?

    on "Buttons" touched (family)

    ---> if player variable = 1 -> move player 1 to the left

    ?? could you explain?

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  • jayderyu

    I actually got something to work 5 minutes ago. I'll post it here tomorrow.

  • jayderyu

    Thanks for you feedback! Have you introduced yours yet?

    I just posted a big problem i need help with.

    Combine Events

    Maybie you know a good solution since it seems like you're creating something similar.

  • Hi Guys!

    I am working on a single device multiplayer game for tablets

    ***-->Main Thread: Jelly Jam!<--**

    And I have big trouble with handling events for all players without writing the same event for every player over and over again.

    In my game i want to have different cooldown times. at first I used a cooldown plugin which worked like that:

    I wasn't happy with it because I couldn't reduce the cooldown for every player. I tried nearly EVERYTHING with families, instance variables and stuff like that.

    The latest thing i came up with is a cooldown-system that uses an array.

    Here's a live preview:

    Cooldown-System with an Array

    and here's the .capx

    drive.google.com/file/d/0B9IR6fhnjEUvUnpyRzRCWW9Od0k/edit

    Here is a sketch for the Array i use:

    My Array system is like 10 times more complicated then my system I had before which had 10 times more events but does not work half as good!

    If you click the buttons fast or click one while the other is on cooldown, the system gets bugged really fast.!

    Why is it not working properly?

    what would you guys recommend for creating games with multiple players?

    with placeholders this would be like the easiest task ever.

    On touched p*_button : p*_char - spawn p*_bullet

    where * can stand for player 1,2,3 or 4.

    please help me, it's really grinding my gears.

    ask me if you need further information.

    by the way I made a similar post 2 and a half months ago, but no one answered. Maybie you can imagine my problem better if you also have a look at this:

    Old Thread

    cheers! Phil