EncryptedCow's Recent Forum Activity

  • fathybasha If you are misunderstanding my tutorial at all, let me know. That was written a while ago and its not very consistent with itself lol. I might go back to it and make it look nicer/more readable.

  • Construct makes a copy of the source image. If you change the image size in the C2 editor, thats the size of the image file, and tyhe size it will be on export.

  • Delete the offline.appcache and dont reupload it. That will force the user to load all the files each time.

  • deathangel1479 I think that made even less sense.

    In mario, they would check if the player was falling. if they were you could assume they are hitting from the top.

  • Use Go To Layout By Name then put in "Lvl " & floor((random(1) * 4) + 1)

    4 being the highest level you have, the second 1 being the lowest

  • Televangelist yep, pretty much. I think I'm just going to switch over to a grid based movement system (think FF1), and not require any actual collisions in C2, just grid based collisions which will allow all players to be in their own layout with a relative position of their own map. It's the best I can do with what I have.

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  • lennart I don't want to have multiple tabs open OR have palyers acting as the server in any way at all. The game isn't specifically for 2 people either. I don't know how many people will be in the game and what maps they will be on.

  • Everade Yes, thats usually what you're supposed to do. But the way that the multiplayer plugin works is that it will set the players position to an exact position on the screen.

    My problem lies within having seperate maps (different layouts) lets say there are 2 players on my server at one time. There are both in the overworld and player A decides to go do a quest. The quest is to go do something in a cave. Normally you would just have the cave on a seperate layout, then when the player enters the cave, you go to that layout. Leave the cave and you go back to overworld layout. However, since player B is still on the overworld I can't just switch layouts. Now the server has a different map loaded with different collisions resulting in player B being able to walk over some walls/not able to walk over empty space.

    One way of solving this is just to make the one layout have all the maps, then set the players position to wherever the "door" is that they went through when they do. My biggest issue would just be trying to handle all of that, keeping track of positions, not letting players show other players and objects not on their map, etc. Then you'll get performance issues on the clients end because they have to have every single map in the entire game loaded at once.

    So either there needs to be some sort of relative position (the server would have every map on one layout, then each player would have them in seperate layouts, the server would then tell the client the offset position relative to their current maps top left vs 0,0 so the client can put them at the correct position), or the multiplayer plugin needs to somehow support different players being on different layouts.

  • I'm not sure if I'm going to continue trying to make a single dedicated server in C2. My first problem was with this, if there's no ways to have large amounts of maps without usinga single layout/a bunch of tabs it seems inpracticle to me. Then I had the problem with peer to peer connections where almost half the people that tried to play couldnt, which Ashley has stated is due to the users network setup, not mine. These two reasons have pretty much compeltely halted my game.

    I was thinking of trying to do more of a grid based game where having the actual map loaded visually on the server would be unnecessary. Positions would be grid based on that specific map so positioning would be done realtive to the users screen, and maps would be loaded client side based on which one the server says the player is on. There is still the connection problems but that's something I (might) be willing to oversee and just tell people they're screwed unless they want to change up their network configuration

  • I'm pretty sure this exists already. do you mean rearranging the tabs for all the layouts and event sheets on the top?

  • Ashley So I take it that those people who can't connect at all will never be able to try out my game? That's pretty unfortunate considering it seems like a lot less than 90% are able to connect.

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EncryptedCow

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