Skywalker's Forum Posts

  • 7 posts
  • Pretty much any serious game requires more than 100 events.

    Personal edition is mostly to learn and develop your project to the point where you "need" to swap for a commercial version. (not to mention the fact that it's necessary if you want to earn some money with it - and most likely: you do).

  • Hey everyone :)

    I'm quite experienced PHP/JS developer and a gamer, so I'm looking into mixing the two hobbies together. ;)

    I already developed several mobile applications and lead some projects in a companies selling software for consoles and arcade machines, so I managed to gather quite a bit of knowledge towards game development from business point of view. Hopefully learning Construct 2 will let me mix hobby with a job and actually gain some money from it :) ;).

  • Quck bug report: You can still shoot after death in some situations (just smash b and collide with enemy unit - you'll see be able to shoot for a while)

  • It's not offtopic at all :)

    I'm interested any solutions that might make a good multiplayer platform, including client-server-client, but as said - PubNub maintenance costs might be bit of a pain. I already have a few LAMP servers, so I'd assume (or rather: hope) that I could host server with my own infrastructure which would greatly reduce long-term costs.

    I'm quite curious what degree of synchronization can be achieved with NodeJS (http://nodejs.org/) - I guess I'll eventually give it a try with this tutorial: buildnewgames.com/real-time-multiplayer - looks rather encouraging, especially because it includes corrections for latency issues.

  • Console is a whole different economy unto itself.

    Yep. It's even more difficult to earn money there than on a PC market as an indie dev. It's not better. It's worse.

    Not to mention the fact that the adoption rate of xbox one is rather underwhelming now. IMHO it's far easier to get clients on platforms like Win 8 or Windows Phone.

    (not to mention the upfront investment costs)

  • If it does support WebSockets than at some point in future we should be able to use w3.org/TR/2008/WD-html5-20080122 though right now it's in very, very sketchy draft page (look at the comments "Does anyone know enough about Bluetooth to write this section?" - lol)

    In theory server-client WebSockets might work, though my knowledge of them is slightly too limited to implement real-time multiplayer with it, especially when it'd also require quite possibly short response times (all I did was some simple messaging component on a website with websockets).

    bolosaur - isn't PubNub a commercial solution? Considering that I'd most likely want to have my game as a one-time-purchase I don't think it's an option - in a long run such solution most likely would be unsustainable (especially considering a very limited amount of slots - I already can see a scenario when in first 2 days everyone rage because they can't connect, and in after a year I have to pay from my own pockets for a server because people buying game don't cover the maintenance costs).

    For any solution to be worthwhile it needs to relay on self-hosted servers (or even better: P2P as much as possible with only one central tracker-type server).

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  • Hi,

    I'd like to make a top-down 2D action game with multiplayer.

    How does the state of multiplayer looks like in Construct 2? From what I have seen it's rather bad, but I haven't searched for long.

    I found scirra.com/forum/topic61563.html but sadly it seems to be useless as it even doesn't compensate for latency (which is essential for doing anything I'd like to profit from).

    Than there's a matter of AI - I'd need something that can not only synchronize players compensating for the lag, but also synchronize AI.

    Have anyone done anything similar? Are there any code samples available?

  • 7 posts