Poxnixles's Forum Posts

  • Have the host send a message to trigger changing layout on all the peers.

    Then in the new layout, set it up as the tutorial describes where objects are created and assigned to peers.

    How do I go about the first part?

  • So I'm trying to develop a multiplayer game, and before actual gameplay is a lobby where up to 4 players can join simultaneously before proceeding onto the action. How do I get it so that all connected players move on to the same layout after this lobby layout?

  • When you select the Layout, there is a property in the Layout Propertiy window on the left that says 'Event Sheet'.

    Ha, was looking on the event sheets themselves the whole time. Thanks!

  • I'm probably missing something super obvious here.

  • Have you gone through the multiplayer tutorials? It is worth spending some time to familiarize yourself with it to have a basis to know what sort of work you will need to put in.

    The multiplayer plugin may seem intimidating at first, but it is actually rather well done and very clean to use provided you actually go through the tutorials and understand what each event is for.

    This will help you judge if you want to proceed with a multiplayer game, and it will let you design with multiplayer architecture in mind.

    On the other hand, I always like to prototype my base game first to make sure it's something I want to keep working on. Even if you had to redo some of the events later for multiplayer, it will be much easier the second time around, and you'll be sure your base game works as intended first. It is much easier to diagnose bugs and problems if you focus on one thing at a time!

    Ah, this is a really good way of putting things! Thank you so much!

  • So I've been poking at a lot of basics for a game I've had in mind. Intended to be multiplayer in the long run, a platformer with cameras set to individual players (around 4, maybe). Individual player-chosen upgrades and statistics stored for the round that affects all players. The question is, when should I implement this functionality? It's a major part of this project overall, but it seems like a daunting task to sort out. In fact, it's getting to me so much that it's been turning me away lately...

    So, is it better to get that out of the way as soon as it's sensible or get to it later in development and focus on other aspects for a while?

  • > Poxnixles: there's a thread in the forum, it's over here: plugin-photon-cloud_t125222?&hilit=photon

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    Thank you! Any tutorials around for it?

    Daggio Google doesn't seem to be helping, sadly.

  • Poxnixles: there's a thread in the forum, it's over here:

    Thank you! Any tutorials around for it?

  • Poxnixles: I'm using Photon plugin and it's easy to work with, I haven't tried another plugin though so I can't compare it to anything else.

    Alright, where do I get the plugin exactly? I'm a bit confused.

  • just wanna say that you're not limited in using C2's multiplayer engine, you can use 3rd party plugin to do that. I'm using Photon for multiplayer and I can make a multiplayer game with it.

    What are some good 3rd party plugins for multiplayer? Especially for a platformer where scrolling onto each player, for each player is necessary.

  • You'll want basically just:

    Sonic: On collision with Bumper:

    -Set Vector X to 420 * cos(angle(Bumper.X, Bumper.Y, Sonic.X, Sonic.Y))

    -Set Vector Y to 420 * sin(angle(Bumper.X, Bumper.Y, Sonic.X, Sonic.Y))

    The info.sonicretro.org/Sonic_Physics_Guide Sonic Physics Guide, particularly the Springs and Things page, gives some more numbers and info, but you'll want to update most values from pixels per frame to pixels per second.

    ^ That said, though, I tried it out myself, and I've recreated TheAmazingApple's bug in the process. Unless you're holding down the jump button, it caps your speed to Min Jump Strength. So the above example events currently won't work unless the jump button is being held down.

    If you wanted a really hacky workaround, you could simulate jump button under certain conditions to stop the behaviour from limiting the jump, but I realize that's pretty terrible.

    This has been a big help for quite a few things on what I'm working with, thanks!

    Anybody in this thread experienced with making online games in Construct? My project's aiming to have online co-op with a lot derived from this Sonic Physics behavior. Seems like one of the tougher things could be camera focusing on individual players.

  • Let's say your object that your spawning is named, "Enemy". And your trying to spawn him every 5 seconds. I know that's not what your doing, but you didn't provide enough details.

    So try putting this Event,

    Every 5 seconds > System create object, Enemy.

    Put what layer you want the Enemy on.

    For the coordinates of spawning use, X:random(width of your layout)

    Y:random(height of your layout)

    So Every 5 Seconds a "Enemy" spawns at a random spot anywhere on the layout.

    -But your question is what if he spawns in a block or somewhere he can't move?

    To solve that, use this.

    Enemy is overlapping Platform>Destroy Enemy

    >Create Object "Enemy" on layer 0 (random(width of your layout)) (random(height of your layout))

    Basically when he's created and he is somewhere he is not supposed to be, he will be destroyed and placed in a new spot, if this keeps happening he will keep spawning until there is somewhere "spawn able."

    This is a bad example but it can be worked with, if it is not fitting your game tweak it the way you want it or just not use it.

    I did kind of figure something out like this, but I want it so that enemies spawn relatively close to the player but not within their view.

  • No one?

  • Also, preferrably still in close proximity to the player.

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  • For a platformer, what would be a good way to go about this? Of course, I don't want them to pop in within the player's vision or in places they can't even get to.