breackzin's Recent Forum Activity

  • Every tick = 0,001 seconds or less... so the lag begins with huge amount of data been received.

    Instead, use every 0,05 seconds.

    Sometimes unfocusing the window in each the game is playing can also lag the communication.

  • JohnnySheffield rexrainbow jayderyu

    We are now trying to get an alpha version of our server on Heroku or other free host, so we could have more chance to improve our socket.io server and also get some feedback.

    The problem is that we are not being success in the matter and we don't know who and what to ask.

    Do you guys have any idea? I know about rex in this matter. ANY advice?

  • Never use connect: on playable layer.

  • BUMP IT UP!

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  • I've searched without success.

    Also, I know about other game engines and how construct 2 was not really made for this.

    Nevertheless, I would like to implement some simple features in the name of immersible cinematics.

    Anything about it? Did someone already attempted?

  • Tekniko , my friend, your code to the animation is broken, not the animation itself. After a jump you got stuck on jumping animation. Get a condition on fall or other plataform behavior related to solve the issue.

  • WoW, just, WoW!

    Best wishes for this initiative.

  • Jump animation is broken.

    Otherwise, everything looks just fine.

    Nicely done.

  • Nice idea and graphics.

    Wanna profit? Turn it on educative software by adding new objects and sound of its names, or turn the objects into letters.

    Abc...

  • <font size="4"><center>Introduction</center></font>

    We have been working on a design of a Multiplayer Space-Sandbox RPG Game with elements of Real-Time Strategy and we have decided to get a topic rolling, so our progress becomes traceable while we are able to share with you guys some alpha test's.

    <font color=red>New Alpha Test of BASIC RTS Gameplay: dl.dropboxusercontent.com/u/176100679/index.html%3C/font%3E

    <font size="4"><center>Mechanics Implemented</center></font>

    <font color=green>Battle(aiming, targeting, seeking)

    -Life, Energy and Bars

    -Shields

    -Bullets and Rockets

    Map and Radar

    Building

    Harvesting

    Exploring

    Producing

    Multiplayer features

    -Custom Names

    -Smooth Movements for Player Characters and NPC

    -Chat Universal/Rooms

    -Single Socket.IO Server/Port</font>

    <center>-----</center>

    Old Video of multiplayer tests: youtube.com/watch

  • Nimtrix I am trying to do the same using custom movement, but it appears that path behavior have something to individualize the reactions of each instance of the sprite that custom movement has not.

    When doing everything the same way, but with custom, all enemies would run toward the same "Friend" whatever distance they are. Also, the first instance of "Enemy" to catch sight of a "Friend" appears to lead the others.

  • Kyatric this deserve to be on that list

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breackzin

Member since 24 Apr, 2013

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