Fervir's Recent Forum Activity

  • I've been having this problem since 3 months ago; tried disabling the autosaves and messing with icon caching, but those didn't work.

    I ended up stopping the problem by minimizing C2 and then un-minimizing it.

    Still happens every 30 min or so though.

    It was incredibly annoying having to close C2 and then reopen it, but I'm okay now with just having to minimize it

  • mudmask

    Lordshiva1948

    Thanks, it will become even greater as time goes on!

    ntgdwthusernames

    I really hope so, I haven't been entirely sold on it yet, but I remain optimistically hopeful.

    SNN135

    I've actually met one of the devs for Anodyne!

    I loved the look of the game, and it is one of the games I look up to!

  • TheRealDannyyy

    Yeah, I knew someone who tried to sync stuff up with the messages and that did not work out.

    mahdi71

    The C2 page for websockets says definitely don't use websockets for real time games.

    tunepunk

    Could you go into a little detail on how this works?

    I have no idea what this is or does

  • Oh boy, starting over in C2

  • I was messing around with Construct 2's multiplayer and it was going pretty okay for a while.

    I was making a top-down cooperative dungeon crawler and things were going okay, but he main thing I was fighting the whole time was the lack of responsive controls for peers when I was following the multiplayer online tutorial.

    Even with the predictive movement, peers were jittering around after having stopped moving which annoyed me to no end.

    I'm not really concerned with cheating in a cooperative game, which was what was discussed in the tutorial, so I had to implement some workarounds where the peer sends data to the host (for movement) and the host syncs it back where it updates your position for other peers, while not making corrections to your own.

    Had to do some more work arounds for swinging a sword too.

    But when I started working on projectiles, I started running into more problems which ended up with me creating projectile dummies for the peer and disabling projectiles that were synced back from the host.

    I thought that there must be some easier way to do this, and so I thought about it for a while and realized it would be much easier if the sync objects function could be toggled to sync to specific peers instead of all of them, all the time.

    So my question is, is there an easier way for a peer to create a sprite, continuously relay the sprite's data to the host, and then have the host sync it back to all peers instead of the one that created the sprite?

    That would basically fix a lot of my problems with how multiplayer is handled.

  • Jayjay Ahh, I see! This is good news then. I was so bummed when my project imploded on CC, that I was a little worried about how it would work out on C2.

    I had tried using C2 probably 5 times in the past and each time I was put off by how it didn't have all the little conveniences that CC had.

    I also felt that C2 had this stigma of being a weak engine, but hopefully with what I've learned from working with CC extensively and all the fixes and new conveniences that C2 brings I can make the game I had originally set out to.

  • Thanks for the replies and links everyone!

    I'm feeling more confident in C2 now

  • Anyone know of any?

    I'm trying to decide whether to pick up C2 again or not (since CC finally died on me) and I'm wondering if there are any big games in C2 that have been finished.

    Thinking about something along the lines of

    150 unique enemies

    20 boss monsters to fight

    30+ tilesets and probably 500 unique rooms to explore

    200+ unique items that have different functions that do not simply increase a stat by +2.

    A puzzle system with probably about 50 unique elements that can be mixed around and connected to each other.

  • Have there actually been any good online multiplayer action games done in C2?

  • I had the same problem with hitting multiple enemies, except I got some different bugs, but I think this solution should help.

    What I did was make it so that when you hit an enemy, for each enemy, a variable "hit" changes to 1 and then a function "damaged" is called.

    On the function "damaged" you would select the enemy that has "hit" equal to 1 and then spawn your damage numbers and whatever other effects that you need to apply.

    When you finish spawning the numbers, you set "hit" to zero and then you're good to go.

    So basically, as your weapon hits each enemy, even if it hits multiple ones, it should go through each enemy, one by one, and then spawn the number and then move on to the next without duplicating the numbers.

    Hope this helps

  • I'm excited for this

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  • <img src="http://www.ludumdare.com/compo/wp-content/compo2/308734/20857-shot2.png" border="0" />

    This game was made for Ludum Dare 28 in under 48 hours, almost a week ago, with Construct 2.

    You can check it out here!

    ludumdare.com/compo/ludum-dare-28

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Fervir

Member since 13 Oct, 2012

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