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  • Sounds great to me. I haven't written one myself yet, and have several game concepts in my idea list.

    In fact, I have a few Hot Seat turn based games, (I call them Pass the tablet games,) made already. I do like local player games.

    So is yours all on one screen? (device)

    I guess I should mention it's with platformers in mind, so yes it's all on one screen. I could easily do any topdown game as well. Maybe I should do them both separately?

  • I'm creating a template for 4 player co-op with gamepad support to sell on the Scirra Store. I am actually surprised to see no projects relating to local co-op. What are things you'd be interested in seeing as part of this template? Currently it's built with platformers in mind. I could easily do separate ones with different control styles, or package them all in one.

    So far I have:

    -Character Select screen - 4 players have 6 characters to choose from

    -Dynamic Gamepad addition - If a player boots up a connected controller, the character select screen automatically recognizes this and knows to allow multiple characters to select before going to the first level.

    -Can be easily modified to allow 5++ players (everything is controlled via Family Bahaviors and variables, so adding additional players is easy).

    Or is this something that no one will have interest in?

    Thanks for your feedback!

  • bump

  • What I tried to do, is create a "Players" Family, and assign all platform movement code to the family (running, jumping, climbing). Then I'd only have to program each character's individual attack 1-4. Lets say I have 8 different characters, I would have each of those in the "Players" family. The Players family has a variable called ControllerID, which is assigned to a Controller ID when a player clicks on a character at character select.

    What I can't figure out is how to get that controller to only work for the player that has it's ID assigned to them. Any ideas? You can tell I'm stuck with a brain fart, below is the farthest my logic got haha.

  • DESKTOP ONLY, no mobile

    I'm attempting a platformer and would like to build levels to navigate around that are similar in size to that of risk of rain. I'll be using higher resolution images, and screen size of most likely 1280x720. My question is, is it better to have one tile map covering the whole layout size, or would it be best to use multiple tile maps as landmasses and connect them together?

  • bump fast board

  • Couple questions... Planning on a steam Greenlight release and doing a 4 player co-op game platforming game. We'd do couch co-op first, release as early access, then add online Multiplayer support. Risk of Rain is inspiring the idea behind the game, so pretend I'm just remaking that in C2 lol. My questions are:

    • How do you program for a multiple controllers/keyboards, and so each controller only affects that person's character? (speaking strictly for couch co-op). Are there any tutorials I could follow for this?
    • Is online multiplayer feasible for C2 yet? Last I checked over a year ago it still wasn't very well done.

    -Am I stepping into a mess if I create couch co-op first, then try to add multiplayer? Or should I plan multi from the beginning, or can I add that on last without much issue?

    -If I buy a template off of the store, I can't add to it my code right? I remember you couldn't just import other projects into eachother

    Thanks for the answers and suggestions!

  • I definitely should have snagged that deal while it was there, but I missed it either way, C2 seems to have everything I need, and it's waaaay too easy to work with to not be considered for my projects. I was fed up after doing my first two games, but that's because I was doing them for mobile and had HUGE performance issues with both. I doubt I'll have these issues if I'm just planning on exporting to PC (steam). Unity seems like it would take waaaaaay too long to get a project done as an independent developer. I only wanted to learn unity so I could feel like a real programmer, using an actual programming language, but I guess I'll just have to swallow my pride a little haha

  • yup, a lot of my ideas require couch co-op and online play

  • Have you tested a portion? Do you have GameMaker to try out? If your not interested in the bundle I can give you my redemption code for pro don't need it already have pro just wanted the android export module.

    Ive tried Gamemaker, it just doesn't seem like ill be as fast as I am with C2. And if theres no benefit of using GM for PC over C2, I'll probably just stick to C2. The only thing I can think of, is last time I checked C2 isn't good with online play, and couch co-op seems to not be a big focus. If GM is better for those two options, maybe I'll try it out.

  • If it working for you why not? Alot of people like to have options. GameMaker is nice for something different. I find myself booting up C2 more often then anything else. Unity has 2D feature but I only look at them for 3d things. It looks like alot of work just to do simple stuff in 2D. But I am an impatient person.

    I think that's my best bet. PC doesn't suffer from the memory restrictions like exporting to mobile right? So my images won't round up to the next power of 2?

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  • What if I'm just focused on PC games to release on Steam? I know C2 very well, but I'm interested in taking my development skills to the next level and do Unity (been doing tutorials) but I'm realizing how much more effort it's going to be to learn Unity, Scripting, and do the game I want all in Unity by myself. If C2 doesn't have performance problems on PC for a large map RPGs should I stick with it?

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bscarl88

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