You can do this by setting the state of the game with a variable, whether it's global or private. Restrict the movements and actions based on what the variable says.
> + Global('currentPlayer') = 1
-> Activate player one movements
+ Global('currentPlayer') = 2
-> Activate player two movements
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At the end of a turn, you switch the global variable to the next player.
If you're clever you can even control both sets of players with the same code, by marking the player pieces with variables as well. That way if global('player') is currently set to 1, for example, then clicking on player two's pieces will do nothing. And vice versa. Or whatever.
You would just need to have PV's for every player piece that can hold a 1 or 2 to distinguish which player it belongs to. You can even use the same sprites! Just have different animations in the sprite for player 1 and 2... say, one set of ships colored red in one animation, and another set of ships colored blue in another animation. Set the animation to the proper color by checking what the player PV is.
Go ahead and try it out, if you need help with it then post a .cap file showing what you've tried so far.
Okay,thanks alot!
Im going to try that, tho after reading some, i dont think construct is the most indicated software to build this game since multiplayer would become difficult on the long run i.e. lan/online game. But still im going to see what i can do.