Plague's Forum Posts

  • 5 posts
  • Thank you for the descriptive explanation! I will be sure to save this information. Do you know of any server architectures I could use that would be more reliable than a home-run one? Would OpenFeint have the capabilities I needed to do this type of stuff?

  • Velojet

    Sorry if I was confusing, I don't want to do any realtime stuff. I believe turn-based systems are superior for tactics as well as convenience on mobile devices. I understand that realtime processing is pretty difficult to do, especially for someone like me who is very much a newbie with code. I proposed a pseudo-realtime model in which player 1's action is repeated to player 2 so player 2 is not confused as to what exactly happened. To take it a step further, I wanted to see if it was possible for player 2 to take their turn over player 1's turn (for things like racing). Similar to how in say, Mario Kart, you could do time trials against yourself, which would appear as a ghost.

  • Cassianno

    Yes I believe something to that effect would work nicely. I plan on having two systems, a turn-based 'combat' back and forth (when Player 2 plays, Player 1's play is played back in a short sequence, similar to the "With Friends" games). The part that I am not sure if it is possible is essentially the second competition system. In which, player one competes against time and player two competes against a replay of player 1 (like when you try to beat your "ghost" in old racing games).

    To simplify things, the latter is basically a racing system and, since real time racing seems difficult to pull off, I wanted to try and figure out how to sequence them to give the illusion of real-time, with the benefit of doing it when the player wants, which is essential for someone using a mobile app.

  • Really appreciate the responses! I will research all I can about the multiplayer plugins to investigate how far I can push turn-based combat.

    If it helps paint a picture, I plan on releasing to smart phone devices.

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  • Alright so I heard of Construct 2 through their reddit post on /r/gamedev and it really appealed to me as one man team who is artistically inclined but rather bad at code. On their post I asked about multiplayer and they informed me that turn-based multiplayer was possible but real-time was not, due to engine limitations.

    Knowing the multiplayer limitations but not exactly sure the full limits of them, my question is as follows: Is it possible for one player to issue a challenge to another, carry out that action, then when player two is ready to accept that challenge, compete with player one in real time in that regard? So basically, player one would be competing against time while player two would be competing against player one. Is Construct capable of doing this or can I only have both players compete against time and compare after both are finished?

    Thanks for taking the time to read this,

    Plague

  • 5 posts