Aldenwar's Forum Posts

  • 4 posts
  • I have read quite a bit about the multiplayer things, both the official and the photon plugin! I even made a short test project of photon multiplayer as a turn based thing. I know there even exists the real time multiplayer example as well. But from what I've gathered, it would just not be reliable enough to do online multiplayer for such a fast paced and complex game. I definitely haven't heard of any real time multiplayer games made with Construct at least.

    And since this was my first game project, I also definitely knew trying to do the networking stuff would be too much for a beginner as far as my skills go. This has certainly been a huge learning journey.

    Anyway, thanks for the thoughts.

  • Hello! Yesterday I finished the last level, and as such all the playable content for my game Battle wizards. I've been working on it a bit over a year and launch will be soon in about a month.

    Battle wizards is a chaotic, fast paced platform fighter where you pick up and launch crazy spells against each other in 10 unique maps, each with their own gameplay gimmick. Plays up to 4 players locally, as we all know construct 3 isn't quite the engine for real time online play unfortunately!

    Here is current trailer:

    Subscribe to Construct videos now

    Itch page: https://aldenwar.itch.io/battlewizards

    And a collection of all the levels as images: https://imgur.com/gallery/SQfvSmv

    If you find the game interesting, there is a free demo on the itch page which also has a bot of sorts to fight against if you are alone.

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  • It ended up being kind of more complex than having the players handled separately but removing the trigger once while true and adding more states did fix the issue! I suppose I'll have to be more mindful about using trigger once in the future, which is a shame considering how handy it is.

  • Hello! I'm working on a multiplayer platform fighter kind of game, and I'm using a family for the attacks and player characters.

    Mostly this has worked fine. But sometimes i've run into some issues when 2 collisions happen very close in time to each other. Right now this is what I've stumbled into. This is my respawn system for the player characters.

    My attacks simply deal damage to the players upon collision. One of the attacks is a plain square sprite "punch" that appears instantly while the other is a bullet. The problem happens with the bullet: if both player 1 and player 2 shoot it towards each other when the bullet is enough to put their health to 0 and one dies just before the other one gets hit too, the second one does count as "dead" as I verified but they don't get moved outside the layout and respawned. They just stay there and hitting them starts giving them negative hp.

    Now, this problem DOES get solved if I make the same mechanism for both player characters separately, so it's not a huge problem. But I want to know why it doesn't work just with the family, so I won't run into similar issues in the future.

  • 4 posts