GenkiGenga's Recent Forum Activity

  • Generally I think it is best to allow only the host to control the enemy movements and simply sync those instances with the peer. That way you will always be working with the same game state.

    Have you tried that and disliked the result? You can always do some tricky things to simulate predictable effects on the peers side before waiting for a MP message to make the peer experience better.

    If you were determined to keep it low latency friendly you could always keep what you have and periodically update the positions of enemies through MP messages - just to make sure they stay on predictable paths.

  • Imo, a big factor to it's lack of adoption at the time was that it was still bleeding edge tech. It wasn't widely supported with browsers for a long time (and at the time there was no indication of how long it would take until it would be). It is much better now.

    I too think it could be more user-friendly but at the same time it is just a completely different way of coding things up. A lot of the fundamentals you have been building wont apply here. A 'dummies guide to using the multiplayer object' would definitely help bridge the gap.

    If you are determined, study all four of the introductory tutorials again. Change variables, see how things break or bend. I agree with what Ashley says in the manual, "You are likely to struggle if you try to skip ahead and start making a game without fully understanding how various aspects of multiplayer games work".

    Nothing like jumping in the deep end though once in a while

  • The 'wait x seconds' is so powerful for creating long event blocks for beginners but it looks like it is time for you to graduate and start using functions instead.

    The problem is exactly as you have said, once that event runs - conditions can change but since the event block has already started it wont stop and can cause all sorts of issues (I know this from experience, my first game was a mess and insane to debug ).

    'Functions' are events that sit there until they are called into action (using the call function action). Whenever you want to use the wait X, instead of simply adding more events to the chain afterwards we can call a function instead. The major benefit of this is that when that function is called we can once again check with new conditions.

    So, after the wait 0.9 seconds - we call the function 'tumble idle' or whatever you want to call it and part of the condition is that the player's life is >0. If it is not then the function wont run and wont bug your project in the process.

  • Unfortunately when multiplayer released not that many people actually used it which is why it didn't receive more support. Still, what you want to do is achievable and you can learn from studying the multiplayer examples that are there (ghost shooter,pong and chat room).

    For a simpler entry point you can check out my tutorial which focuses on a peer to peer setup.

    https://www.scirra.com/tutorials/1432/g ... ayer-games

  • Ha, that's awesome you got it back. I'm happy for you mate. Sometimes the world works in mysterious ways.

    Look forward to seeing a demo at some point in the future.

  • Hey Sandro,

    You have two settings in the properties section on the left hand side of your project that will help.

    First is pixel rounding (set it to on) and the second is Sampling (set it to point).

  • Well done Jook, I am happy for you mate. Keep up the good work.

  • Kuro, sorry I never responded mate I didn't get a notification. PM me for more details if you are still around and interested.

    Acteran, The market place, bank and tavern areas are currently just sprites. In the dungeon though it is set up so all the walls and floors are interchangeable. This allows you to easily create a massive diversity among rooms based on the floor type and size without spending time manually creating room yourself. You can easily add more assets to increase the variety if you wish.

    This is mostly done to assist beginners and novices, you are free to use the graphics to make a tile-set instead after purchasing if you would like to though.

  • Hey Biff.

    I am guessing they are extremely similar in performance but the debug option will help you be sure.

  • Hey Darth, the answer is yes.

    The only reason this may change in the future is if Scirra decide not to host the signalling server (used to connect machines) which I cant see happening any time soon.

    In a worse case scenario you would have to set up your own signalling server (think it sells for about 20 bucks on the store here).

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  • Luck.. or hard work and determination Take your pick.

    Seriously, not many people succeed on the first try - or the second. Every failure makes you stronger though.

    Keep your chin up mate.

  • Nice job guys, looking good. Will get in and do some testing in the near future.

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GenkiGenga

Member since 20 Oct, 2011

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