Nevesbr's Forum Posts

  • Hello, now i show my Rts Multiplayer template in development...

    construct.net/en/free-online-games/war-command-online-68275/play

    The mechanics are functional.

  • I think I managed to solve it and I share the tip here for anyone looking for the same thing.

    We know that peerid always changes in each connection, so I created a synchronized numeric variable and asked the player for a password that will be the identification of that object.

    Then we have:

    Player > peerid = c4g8

    Owner= 9876

    So everything that belongs to the peer will be named with this password "9876"...

    On the client side, it is now easier when he connects everything that has this password to the map and copies his peerid. He now has possession of the objects.

    My game in progress. Multiplayer online strategy game.

  • This is my last project working on.

    It's under development so a lot will change but the game already works:

    When you enter the map you get a HAB in a random location, from there you can place divisions on the battlefield.

    These divisions can be moved with taps.

    Infantries can attack and take resource and manufacturing points.

    Once you control at least one factory, you are able to manufacture armored vehicles, which can then be placed in the field.

    Resources have to be earned and collected.

    Divisions enter combat if an enemy is within range.

    All multiplayer.

    Well, I've explored the multiplayer potential in depth and I'm pretty excited.

    construct.net/en/free-online-games/nevess-military-c3-58939/play

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  • Speaking of multiplayer.

    Let's assume that the host is online 24 hours a day, if the player leaves he doesn't delete the object...

    How do I get back into the game and everything that had my peerid becomes mine again?

    I know that the peerid changes with each reconnection... Should I then have a peerALIAS variable and relog with the same alias as before?

  • Hello community, the question seems simple, especially for those who already have multiplayer games and are creating a very complex one. But I can't find a way to get what I need...

    The necessity. When an instance (infantry) comes close to the factory its variable changes to... (owner=infantaria.peerid)

    So far so good but see that I have 2 factories...

    In fact, manufacturing is only being released when I acquire the 2 factories on the map. I want just 1 to give me the right to manufacture...

    I tried this and it's not going...

    For each factory

    Factory(owner) = multiplayer.myid

    But it only becomes TRUE when I collect both.

  • Hello, I'm having difficulty attacking objects that belong to different players.

    Thinking about offline, you could call it player1 and player2

    Thinking about multiplayer would be peerid...

    But how do I compare this to being able to attack enemies? I tried this from the link.

    1drv.ms/u/s!Am1B1EgvpxXNhM8k0eTN45um5WnYxA

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  • I think I managed to convey what I wanted.

    I created an infantry battalion that has

    5 attack

    2 defense

    When this fighter meets another like him (inf) they fight like this...

    Every 1 second

    Inf(victim) - subtract from quantity = (inf attacker).attack / inf victim.defense.

    When a tank battle gets close to combat, it also applies its weight... so

    Inf(victim) - subtract from quantity = (attacking tank).attack / inf victim.defense.

    In short, my combat is based on applying a blow every 1 second and removing some according to the defense.

  • Well, I won't be too complex at the beginning. But I managed to do it this way... Having separated the battalions.

    When they get close within range they start attacking each other...

  • Hello again community, I'm looking to take on the challenge of creating a multiplayer "war" / military management game.

    One of the steps that I know will block me and that I think has more to do with mathematics and some formula is for me to obtain the combat strength of an army with data that the player enters and this combat takes place... How would I decide the winner...

    In practice...

    The player will have a stock and create a battle, for example

    1000 Soldiers ATK(10) + Bonus (night vision)

    5 Tanks ATK(20) + Bonus (HE SHELL)

    An object then appears with this internal data as a variable...

    But how do I put it to fight with another object...

    A formula for the battle to last 20 real minutes and decide the winner by the host.

  • construct.net/en/free-online-games/nevess-multiplayer-click-move-57469/play

    This is the example of my code,

    You log in and get a skin and can click to move.

  • Very well Thanks s2

  • Hello, looking at the audio player example from construct r365 I noticed this line in a SET ANIMATION.

    Self.AnimationName = "Analyzer" ? "List" : "Analyzer"

    have no idea what this question mark and these 2 dots are where I just expected to see the name of the animation, I think this could be important for me to use.

  • Are you going to make such a huge section of the map with one tile?

    This is new system... autotile 47.

  • There it is... we are forced to do this with the autotile 47 system.

    the system uses 9 tiles in a 16x16 grid. See the c3p example on the page.

  • Hello everyone, it's me again, now I noticed a difficulty in working with collisions involving tilemap with autotile...

    Let's assume it's a boat game and we're sailing down the river... Will we have to use a separate collision tilemap?