Rushino's Recent Forum Activity

  • You must be sure to use integrer value scalling. This is a common problem with pixel games. Unfortunally there is no miracle to fix this.

    After making sure I understand C2;

    I WANT MY MONEY BACK PLEASE!!!! I don' expect answers from a forum when I have issues, I expect solutions, step by step guides, that should have been done before anything else to make sure a paying client get's all the help he needs.

    OK. So basically you want a "make a game" button. To be honest, Construct 2 is very good at what it do. Make games.. for anything else you will have to learn by yourself. You must experiment things.. you can't expect to have something done right away in an hour.

    This engine have more tutorials, more guide and a very complete comprehensive manual compared to other software in the category i tried. So i can't agree with your comments sorry.

  • Hello,

    I use node-webkit to read files from the base directory of my game. However with the structure of the compiled mac version it is hard to figure out where to put our files so the game can read thoses file. There is the game.app directory and many other directory inside.

    Where do i have to put my files with the mac os x build ?

    Thanks!

  • Ok! I have sent a PM to everyone that requested to be able to test.

  • I second Rushino, and I think the ability to launch a server with the multiplayer plugin would be amazing. But I don't think it's technically available. Someone would probably have to code their own open source server specifically for the C2 engine to connect to. Otherwise we'd be stuck with having to load up a modified peer to host everything, which IMO would be awful.

    Then that sad news. I think we should also support advanced features. It seem the multiplayer plugin had only mobile in mind (which make it harder to modify client code..)

  • I can make the MacTest on Macbook and iMac if you like!

    I sent you a PM. Thanks for your support.

  • Hi everyone!

    Just want to point out that the prototype of the game is ready. But i am not release it to public right now. So for thoses interesting in testing the game please look here :

    Send a PM and i will shoot you the link,

    Thanks for your interest!

  • I am sorry, but there is an huge difference. In a P2P application, you can modify the client or even worse the host can modify data exchanged between players. In a dedicated solution where the host is only controlled by you (and not another player i am not talking about a dedicated server distributed to players so they can host a server i am talking about a centric server solution), you have 100% control on what is validated when it reach the server and you can implement checks in order to avoid cheating. Sure that always depend on how good the checks are implemented but there is no way a client can cheat this way. The client is only a representation of the state of the game sent by the server. The server only receive input. The only thing a client can do is modifying the input.. that why the checks are there. To see if its valid or not. Not saying its an easy task.. to be honest its not easy.

    Here i am only talking about data cheating.. there are other ways to cheat. Which is a big problem in FPS.. poeple tend to use aim support which happen on client. This unfortunally is harder to counter and require third party anti-hacking software.. but this is only a thin protection to be honest.

  • Hi,

    I have experience with multiplayer games with construct 2 but using websockets and a backend in C# but it was reallly a lots of work for just someone like me. Now that we have a multiplayer plugin.. it is possible to use it to host a server and handling player data as a dedicated server. (Where the host doesn't play..) ? If that the case.. this might be an interesting solution. I don't like p2p multiplayers game because it tend to be open to cheater and they are way too easy to hack which centric servers actually have less to care about (if you validating your data offcourse).

    So basically, it is possible to use that plugin to make a backend ?

    Thanks!

  • Hi everyone,

    This is related to this game:

    Before releasing any prototype public in the next weeks. I know this is going to be only an early prototype but i prefer doing this step first since i haven't done any localized tests. I am currently looking for 5-8 volunteers to test the prototype soon (2 week before the release). I need at least one that can test the Linux build and one the MacOS build.

    The idea is to test the cross-platform feature, controllers (both keyboard, gamepad) if possible, framerate, general feeling of the game, suggestions, early bug that can be fixed before releasing the prototype. You will somehow form the early prototype testing group (so i can get an idea).

    If any of you are interested. Just send me a PM.

    I will edit this post once i found the volunteers.

    Thanks for the support!

    EDIT 2014-04-27:

    If i forgot someone please lets me know! So far we have...

    Mr E Bear Windows

    Vanz Windows

    onur Windows

    Draspur Windows

    Beaverlicious MacOSX

    casual2 MacOSX

    Dominic Linux

    A big thanks to everyone that wanted to be part of the prototype test. I really appreciate it!

    I will still take 1 more Windows test request until Monday! During that time you guys can start anytime to test it and come back with feedbacks. Once you guys will be done testing, i will send a very short survey.

    Thanks again! Your feedback are very important at this stage.

  • I am proud to announce the official launch of my website ! http://www.pyroswarm.com <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> more screenshots available in the BLEAK FORTRESS section.

    Thanks! More to come stay tuned!

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  • Artpunk

    There is a futuristic rifle but it is not actually implemented in the prototype so i can't show you it yet. I plan to add more weapons to be available if the kickstarter campaign is a success.

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Rushino

Member since 15 Sep, 2013

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