SgtConti's Forum Posts

  • Thanks troublesum , i cant find anything about the LAN mode thats why i asked

    With it being automatically, it would be kind of stupid, since some may would want to set it manually (Lan Party for example).

    I think ill wait and see what Ashley sais. Thanks anyway

    • Conti
  • Ok, so i really tried my best figuring out how to make multiplayer work in LAN.

    Sometimes i thought it wasnt possible, but then i always again read these lines:

    "LAN game support for near-zero latency gameplay, including support for mixed LAN/Internet games"

    So, my question is, how?

    I got everything working with my multiplayer, im just cracking my head with figuring out how to do it in LAN,

    and waiting for NW 10 )

    This may be a question only for Ashley , but maybe some of you got an answer?

    Thanks in advance

    • Conti
  • I think it would be great if you would make links to each game, especially for the greenlight ones, since that may help them get more votes

    Anyway it's a nice initiative, maybe this could get a Sticky, but i think this should've been posted to the WiP section.

    • Conti
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  • Even the fastest programmer in the world couldn't get a platformer up and running from scratch as quickly as it can be done in C2, and there's lots of time savings throughout the program like that.

    Don't let Tommy Refenes hear that

    Writing code in a file is faster than dragging events in an eventsheet, also, writing everything yourself gives you more flexibility, you wrote that code by yourself and you know how it works under the hood, and it's easier to debug it with a console (You can use the Browser in C2 but eh, not really interesting)

    Well, Writing is faster, but when writing a whole game in for example C++, it is not faster. When having learned C2 really good, you are probably faster with it then writing native C++ code. Since C2 has most things simplified so it is really easy and fast to use. Also when writing native C++ you can have typos. That is almost impossible when using C2

    Finally, C2 is geared towards beginners, most notions like floats, arrays, pointers, classes, functions are all hidden or even removed from the user's perspective, which makes it not better than other languages, which are consise and allow you to do everything with a limited syntax.

    It is geared towards beginners, but has all functionalities you would want from an game engine, it's extendable and easy to use.

    Also, even though it is easy to use: Easy to learn, hard to master. There are many that don't know how to do complex things, since they haven't mastered C2, only a few here have, so mostly when people say C2 is limiting, it isn't C2 that is limiting, it is themselves. Also C2 really has Floats, Arrays, Classes (In some degree), Functions and Pointers (To some degree).

    At the end of the day, it all boils down to preference and what you are targeting. I've made several games with both C2 and native and I prefer C2. It's quicker in my opinion and it allows me to do everything that I want it to do. If there's something that I "couldnt" do, I usually later found a workaround.

    I couldn't agree more.

    That's why they made libraries,

    In a nutshell, it was made to be intuitive for beginners, but it's counter-intuitive to programmers,

    Gentlemens, we have an answer

    Libraries are awesome, but see, with the Javscript SDK for C2 you can extend C2 in some kind of the same way that if you would use a library.

    And i defientely don't see it being a counter-intuitive to programmers, if you need something that you know isn't possible in C2, code your own plugin/behavior.

    C2 is extendable, it's not limiting, if something is missing, you can extend C2 to your needs. It helps beginners understand basics of programming in simplyfying it with Visual Coding, and makes it for existing programmers easier to use,

    with the possibilty of extending the existing with something that will probably benefit a whole community.

    Anything i let out?

    • Conti
  • Either you could do: Wait dt seconds

    But since dt can vary you would want to use: Wait 0,0167 Seconds

    Since 1/60 = 0,01666666666666666666666666666667

    1 = Seconds

    60 = Ticks/FPS

    Hope i could help

    • Conti
  • irina yeah sure, this one

  • irina yes, i finally got it to work some weeks ago, but since Node-Webkit is currently not supporting WebRTC i can't ship the demo :/

    but there is expected a new NW version in the next 1-2 weeks with WebRTC support.

    So if you'll follow this Twitter, i will tweet there when the demo is being published

    • Conti
  • Arima Shoutin' like a scurvy pirate not allowed here? 'tis be not jolly.

  • Beaverlicious sounds good

    Anyway, good luck, i will surely keep my eyes open for it.

    • Conti
  • Beaverlicious i totally agree, i myself experienced this, and now 1 year later i spend too much time improving things i've done months ago...

    Not recommendable

    I think i even wrote about this some time ago...

    Btw, (I know, a bit off-topic), Beaver, when is the next issue of the magazine coming? Any ETA?

    • Conti
  • To keep it short: No.

    Everything is possible.

    • Conti
  • You could do this without multiple multiplayer objects/connection to multiple instances.

    But it requires a "Bit" of work.

  • A0Nasser

    The preload function is something where you simply could make a function where you define to preload every single sound/song, it may be many actions, but it works.

    The Set master Volume is = Set volume of ALL sounds.

    • Conti
  • A0Nasser in the Audio plugin you can find both options:

    Set Master Volume

    Preload

    • Conti
  • +1 for the steam plugin

    +1 for the Steam file associations

    A0Nasser both things are already possible

    • Conti