Velojet's Forum Posts

  • ... As far as online programming goes - I hate it! All those ridiculous, subtle cross-browser differences

    But that's (part of) the appeal of C2 - it handles all those subtle (and not-so-subtle) browser differences for you in a totally transparent way.

  • Hmmm ... I've now had a good look at Roar.io. In its present state of development (a bit raw [pun intended]), using its APIs to develop a C2 plugin is going to be no easy task (IMHO). So, back to working on a real-time Multiplayer plugin.

  • mrvie

    Do a Forum search for multiplayer - you'll find a number of threads discussuing these issues.

  • Just registering my interest in making a Roar plugin. I have been working on a real-time Multiplayer plugin (based on NowJs and at a higher level of abstracion than the current socket plugins), but I'll now switch tracks to Roar.

  • If you're interested in monetizing (and if you're reading this, I guess you are) you need to have a look at this topic.

  • I wonder about Node.js, i doubt how to install node.js on shared web hosting

    Joannesalfa

    Installing node.js on shared web hosting is possible - it depends on whether your hosting company allows you command line/shell/terminal/telnet access.

  • Read what Tom thinks (and see what he looks like) in this article, published on 16 April.

  • Jayjay

    Thanks a lot for those links - your game is a very useful reference for multiplayer development in Construct 2.

  • rexrainbow

    Thanks for your perspective. I'm also hoping that I might hear from mikeymushi what "an inbuilt multiplayer system" might look like from his perspective.

    (I guess you might be interested to know why I'm interested <img src="smileys/smiley2.gif" border="0" align="middle" /> I've done some work with nodejs and socket.io and wonder how they might be integrated with Construct 2 to allow multiplayer play.)

  • mikeymushi

    Thanks for the clarification. Can you say how you would imagine it i.e. what would have to be available in C2 (from your point of view as a game builder) to allow you to make your game multiplayer?

  • An inbuilt multiplayer system will be better.

    mikeymushi

    Just wondering what you mean by "an inbuilt multiplayer system"? Multiplayer necessarily requires an external server, and that's outside the scope of Construct 2.

  • ... The problem is not with installing node.js, but with using dbm to install socket.io ...

    dbm? Try npm: 'npm install socket.io' will do it under Win7.

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  • I may because I think it may be off no benefits.

    ZaksCommunicates

    No need to stop producing the samples.

    What you do need to do is to start producing images of your samples and show them on your website, just like the other websites that Wishy and I have pointed you too.

    How about it?

  • Schoening

    I'm interested to know why you have 'Multiplayer' in the topic title. Are you thinking of the situation where a player adjusts his/her window size independently of other players?

    Even in that situation, there could not be any effect on the movement speed of his/her own player.

    The reason is that play is taking place within the canvas/layout, which itself is within the browser window, whose resizing necessarily has no effect on the predetermined size of the canvas/layout within it.

  • For those interested in selling games, this is worth a read:

    Principles of an Indie Game Bottom Feeder

    .. particularly now that Ashley has indicated that among the next features in line are better monetisation features <img src="smileys/smiley2.gif" border="0" align="middle">