Televangelist's Forum Posts

  • Does this work for Zelda-style isometric gameplay, or just the "diagonal" perspective?

  • I'm attempting something like this:

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    ...but the camera perspective is going to be more like 16 bit Zelda, not this 'tilted' isometric style. Nevertheless, the same problem remains -- how do I create a world that has a real, meaningful Z axis that the player can jump around in? One where objects can exist at the same X/Y coordinates, but a different Z?

    Has anyone done a tutorial on this? I have some basic ideas on how to pull this off, but nothing concrete, and it seems like a pretty basic thing to want.

  • Looking forward to handing you money for this on the asset store when it's out. Thanks for all your hard work dude!

  • Hmm, what about the plugin for Photon support?

  • What about the Metroidvania Game Kit? That's absolutely essential to my project -- and, I imagine, to a lot of others. No mention of C3 on the Store page. Ugh, can't believe Scirra didn't provide a converter or backwards compatibility.

  • I bought a lot of plugins from the asset store to use with C2. How do I know which ones will work with C3?

  • I agree, different layout for each 'part' of the land. Trying to do a huge map with just one layout will cause you to spend ages looking for things.

    The only problem I see is that the other player would also need to start that next layout at the same time as you start it, meaning you might need to auto end their game and transport them to the next level without them completing that layout.

    Good luck.

    See, that can't work, though -- this is meant to be a free-roaming world. People can be in whichever part of it they choose, at whichever time they want.

    I thought Photon just did 'rooms'? So it doesn't matter if Players A, B, and C enter and leave a certain section of the game world at different times, the room just stays open as long as people are in it?

  • > Unsuitable even if using Photon? For those of us who don't code, I'm not seeing any other really solid options...

    >

    If you are unfamiliar with coding - I would highly suggest not doing any type of multiplayer game. Multiplayer games are extremely complex in nature.

    Stick with more simple single player games is my opinion.

    I've done plenty of scripting in my day, and I'm familiar with paying people to code components for me if there's coding to be done. ;p But to do that, I first need to get the superstructure right to know what parts need to be filled in.

    I'm interested in one particular project rather than "game design in general," and that project is a multiplayer project.

  • I'm attempting to build a geographically large gameworld, along the lines of 16 bit Zelda. Some areas of the world will be top-down (think Zelda), others side-scrolling (think Super Mario). Fairly simple gameplay, but it's a non-linear world that you can go back and forth between any part of. Every 'screen' of the gameworld is roughly one computer screen in size. My plan is that once I've got the basic structure laid out, I'll plug in basic metroidvania / zelda packs from the Asset Store and focus on worldbuilding and get a 'rough draft' of the world built out, then come back and tweak/improve the gameplay down the line.

    My current plan is to use Photon Cloud to make it so that you've got realtime multiplayer interaction with whoever's on the same screen as you. Not sure if that's relevant or not for the question I'm asking.

    What I'm wondering is -- should every screen of my game world be its own layout? Without knowing C2 well, my natural inclination is to say 'yes', especially since the gameplay of any given screen (sidescrolling vs top-down) may be different from the ones adjacent to it, and with each screen having its own NPCs, enemies, interactions, etc., it might get very crowded very quickly to have an entire game's worth of things in one single layout.

    But I'm not sure if that's the 'correct' or 'proper' way to structure things in C2.

    Thoughts/advice?

  • Unsuitable even if using Photon? For those of us who don't code, I'm not seeing any other really solid options...

  • Bump. I'm back! where is everyone at on their multiplayer projects?

  • What are the 3rd party plugins? I was searching the asset store and not seeing much. Also, has anyone done a persistent world proof of concept yet with it?

  • Hi all,

    After a long hiatus due to work, I'm now getting back into game design. The multiplayer object was the main thing that brought me to C2 -- has anything changed or expanded with it since its release? Specifically, my goal is to build a simple 2D persistent world.

    I'm not just wondering about features of C2 itself, but also whether any really solid multiplayer world building kits have been released in the asset store or anything along those lines.

    Thanks!

  • Rex, that makes a lot of sense to me, thank you! I'll share that table with the C2 Multiplayer discussion group, I think people will appreciate it.

    I'm guessing my game will be a mix of the 'action' and 'MMO' types you describe. It's an action game (gameplay similar to Zelda or Mario) in a persistent world, but every screen of the world is a different C2 layout and the game world itself will not be centrally hosted (you're basically singleplayer until you move into a section of the world at the same time as other people, at which point it will be peer-to-peer hosting via the official multiplayer plugin) with the clients pinging a central database for both global variables (who controls Castle A, what time of day is it) and each player's specific data (what's in your inventory, do NPCs like or dislike you).

    Just like CrazyVulcan is discussing for his project, those 'calls' should be fairly simple, I think... the main thing I worry about is making sure changes are synchronized properly and not missed or handled out of order.

    For these tasks, how should I choose between AppwarpS2, Photon, and Firebase? Is there a strong advantage to one over the other? Are they equally easy to integrate into C2?

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  • Yeah, I've tried the multiplayer plugin out with friends on the opposite coast from me (using a couple of different demo games) and it worked nicely with fairly low latency and good prediction.