Give it a shot, its still fun as ever :)
Thanks so much!
Hi! I made it long time ago, but i remember it was a pain to develop. Everything in online multiplayer is super difficult to build and especially to test. Shooting basically uses while loop that increases the width of the "laser" until it hits wall or other player, then if it hit player, signal is send to tell the Host and the clients to subtract health, etc..
Hit thumbs up if you like it and check Krypteia also, it is not multiplayer but I am pretty proud of that game.
Thanks, awesome that you like it! I really need to get back working on it though.
Thanks! Cool that you like it
Hi! You can`t since its just an example uploaded in the Arcade and not a CAPX source file.
Hi! Template is no-longer available.
Hi!
I actually already had a chat on this game, but Scirra Arcade does not allow it so I had to remove it. You are right though, it did make this game way better and more interactive.
Thank you for playing and for your feedback, remember to hit thumbs up if you like it
Hello! It`s not being sold anymore. It was beginning to be hard for me to provide good enough support for it because code was so old and I had not worked with it in years.
Thanks for your interest though
Thanks for the feedback. I am no longer actively working on this project but maybe I will do that sometime. Thanks for playing though and hit thumps up if you like it!
Thanks so much! Remember to hit thumbs up if you like it!
Information you have provided simply is not enough to be able to figure out the cause of the problem. It could basically be anything. Run your project with "debug layout" instead of "preview" and check for error messages.
Hello! Its bit hard to say without seeing your code or at least an example of your game and how you are handling collisions at the moment. You could try something like this:
- give your player object instance variable called PeerId
- when player is created set PeerId instance variable to Peer object multiplayer.MyId
- make instance variable called PlayerId or something to bullet object
- when your player spawns the bullet assign bullet`s instance variable to Peer.PeerId
all the previous events are used to identify which player shot the bullet. Then you have to check id when collision happens. -> Bullet of collision with Peer, Peer.PeerId ≠ Bullet.PlayerId -> damage Peer.
This way you should be able to damage only players that did not shoot that particular bullet.
Hope it helps!
:) Cool to hear! Keep on gaming
Yeah, I know right! Maybe it will one day hit the first page of TOP GAMES list on this site :). Remember to hit thumbs up if you like it and thanks for playing my game!
Member since 1 Jan, 2013