DUTOIT's Forum Posts

  • You can have all peers communicate with a central "hive" Even if you are running multiple instances of the game 100 rooms with 10 players each... you can still send info to

    A hive that would be an external database

    Lets say

    mysql

    and players would send info to a php file which would interact with database

    Getting and writing data is easy enough - couple tutorials already using mysql and php.

    Couple of unknowns exist, you obviously can't write ever tick, or even every second unless you have a monster database server, or bridged (is that correct term?), but you will bottleneck...Because you will be limited by concurrent connections.

    So when to pass the data on???? And what are the consequences? Lag, game freeze, etc

    A single high scoreshould be fairly easy to do... (tongue in cheek, nothing is easy - lol)

    I've been experimenting, not successfully with a multiplayer save feature... "I'm talking about trying to save players game whilst using the multiplayer plugin"

    So it stores users login credentials and game progress in webstorage (fair enough), but I've been trying to store it in a "hive" an external server.

    The idea is to have a login system that logs user into multiplayer game, but also logs them into hive, and then loads their game progress.

    Why? Why not, I'm thinking along the lines of boardgames, card games, something where I can play a game with my family over the weekend, and next sunday it is all still there where "we" left off.

    Of course, time restraints and everything takes a bit of a back seat.

    But running multiplayer games. Limited to max users. or even independant single player games -no problem for highscore.

  • > It is a lot easier than syncing, but duckfaceninja can correct me if I am wrong, I think it is a little slower, so animation might have a delay.

    >

    Shockingly, I find using instance variable is much easier than send message, which I did not expect. I'm now certain that instance variable is the way to go for movement animation.

    RisenFear

    I made a tutorial on this subject. Basically the similar thing with syncing movement, what differs is how to use the setbit/getbit conditions to trigger the animation.

    Will have a play around this weekend... very surprising indeed. Might have to change a lot of my existing work - lol.

    Nice tutorial. I need to crank out a few in the coming weeks... been meaning too, just end of year time restraints.

  • Load json into array. Use array to list/sort/edit whatever

  • Wow, this is super useful... Seriously...qev@troublesum... Thank you for sharing.

  • Simple is always better

  • >

    > > DUTOIT will you be entering?

    > >

    >

    > I'm seriously considering it.

    >

    Awesome, I say go for it Nothing to lose (cept time, maybe your head at the odd bug, oh and a chunk of your freedom).. BUT potentially a lot to gain.

    I see I can't gift the license away - lol, not that I will win. I have a few already, liceneses. But seriously considering challenging myself to do some short little games over a 30 day period. Possibly some kid games for my little one.

  • DUTOIT will you be entering?

    I'm seriously considering it.

  • What duckfaceNinja says, if you want to go the send message route, have a look at the chat demo, or any of the tutorials that ashley did. The ones with chat. The chat sends users input to host using messages. It is a lot easier than syncing, but duckfacninja can correct me if I am wrong, I think it is a little slower, so animation might have a delay.

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  • Nice

  • My clients - yes. and Steam is probably the best option. I have no experience with others.

  • Hi thank 4 ur answer

    ...ehm I simply pressed the button "run layout" on the top bar...that's the preview...isn't it ?

    I do not know how to run over lan...is it important ? and if yes...how should I do that ?

    the demo space blaster is working fine...is it that one that U mean from Ashley ?

    My game is 7 mb big with png on 8 bit...

    Yeah, that's the preview, but it also allows you to preview on multiple devices in important. Here is the tutorial

    Yip, I think that is the one, lol. If that is working then good news its something you have done - lol, it can be fixed. Bad news is finding the underlying issue.

    That's doesn't seem on overly complicated game... no reason it shouldn't be working... unless you use physics etc. I would look at anything performance written by ashley. Google "performance site:scirra.com" and read it all up... it may be something not compatible, it may be you forgot something.

    Could be simply that your laptop has maleware... it could be anything. Check on many devices. But you say it works on your pc - that is a good sign

    Yeah, the store will be better place for him to sell it.

    My friend has a valid C2 license, hence how we managed to make 20 levels. Would it be ideal then for him to rather post it?

    You are treading on very fine line... you can't share licenses.

    How much you looking to make? This capx is worth around $2.99, but the legal implications could be worth $1000+.

    MitchBrits15,

    Do you have a license to sell? Last I checked you were operating under the free version.

    This has lots of legal implications should you not have the right license. Both for you and the buyer.

  • Create a global variable called Turns

    At the end of each turn add 1

    Compare global Variable Turns = 5 then add 1 life, and set global variable to 0