relixes's Forum Posts

  • Wow, pretty cool! Would you mind giving a little explanation of how you achieved this effect?

  • I love construct 2/3 and the one thing in my mind that keep it from being e really profissional game engine is the lack of suport to export to most game consoles.

    As Ashley have said again and again: We need to talk with the big console companies (sony, nintendo, microsoft) to ask them to start running HTML5 games on their plataform, so we could export our game to consoles.

    For that, we need a big number of developers (and players) to make at least a impression on them. What is the best strategy for that? Should we start a petition?

  • Honest question. I already have construct 2 personal license. My must-have funcionality is the number of events and the 'family', the other "premiuns" funcionalities, the rest I can easily live without. Also I'm currently working on a desktop project, so no need for the neat new things construct 3 have for mobile projects (exporters, IAP plugin).

    So, is there a good reason to migrate to construct 3 in my case?

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  • Oooohhhh impressive functionality! One thing I will say though is that if you're making a Tetris clone, one big thing to always be weary of is how the 7 piece randomization works. They use what people describe as a "bag" system where you get one that contains each of the 7 pieces, you get those 7 pieces in a random order, and then move on to another bag that again contains the 7 pieces in a random order. This ensures that even though you're getting the pieces in a random order, you'll still be getting an even amount of each particular piece. Just something to keep in mind

    Hey man! Thanks for the feedback, I really appreciate it.

    My friends complained some times of repeated pieces comming again and again... I really didn't knew about that aspect of piece randomisation, that's pretty neat!

    I'll make sure to implement it in the next update. Thanks again!

  • Hi guys! I was looking for a multiplayer Tetris to play with my friends, but coudn't find a good one with support to 4 or more players, so... I made one! And I'm really proud of the result. c:

    Tetris - Brow Battle Block is a free to play Tetris clone focused in the multiplayer aspect. It has support for up to 8 players (local)

    Intro screen

    Game modes

    The game has two modes: Classic and Battle mode.

    In the classic mode you play like the good and old tetris, just complete your line blocks as fast as you can while sending "trash" lines to your oponents.

    Classic mode

    In the new battle mode you acumulate mana by completing lines to use power ups to sabotage your oponents! There's a total of 5 diferents power ups you can use, and each one has its own mana cost and peculiarity.

    Battle mode

    Controls

    The game has support to keyboard and up to 8 gamepads.

    Also, it sucks when you can't reasign the controls and end up stucked with the controls gives to you... Players don't deserve this... With that in mind, I made ALL the controls in-game reconfigurable! You can reasign all the keyboard and gamepad buttons in the Control Settings menu!

    Control settings menu

    Oh, wait... You're on your phone? Don't worry! The game is also playable on mobile devices!

    Mobile Controls

    Play the game!

    Of course you can play it in the scirra arcade by clicking here!

    That's about it. Would love if you guys tried the game in the Arcade, and would really apreciate some feedbacks.

    Thanks for playing!

  • Oh boy, that's embarrassing. Thanks man.

  • I want to enable a layer in a game (mobile controls) if the game is played in a mobile device.

    I know I can get the plataform OS with the 'browser.plataform' expression, but than I have to check string by string if I'm on X device to enable the layer, and I don't know every device name that exist. (also, this doesn't look like a elegant solution)

    I also remenber there was a "is on mobile device" condition in the "browser" plugin, but I can't find this option anymore. :/

    Can anyone help me? Am I missing something?

  • Problem Description

    When I user the multiplayer plugin and I have at least two objects synceds that are in diferent layers, the game will crash after I try to change layouts.

    Attach a Capx

    https://drive.google.com/open?id=0B3zzW ... zZTQkFKNms

    Description of Capx

    Just a simple use of multiplayer plugin. There are two layouts:

    Layout 1: To connect players to the game

    Layout 2: Where the objects that are synced on layout will be generated.

    Steps to Reproduce Bug

    • Open an instance of the game on a tab of the browser and connect as host;
    • Open an instance of the game on another tab of the browser and connect as peer;
    • Go to host tab and make sure to minimize peer tab.
    • Click "Go To Layout 2" button on the host tab.
    • Maximize peer tab, you should get the error "Creating world instance without specifying layer".

    Observed Result

    You get a error and game crash.

    Expected Result

    To the game to work just fine.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NOT TESTED)
    • Internet Explorer: (NOT TESTED)

    Operating System and Service Pack

    Windows 10 sp1

    Construct 2 Version ID

    Release 239 (64bit/Steam)

    Workaround

    I found that if you create the exact same number of layers on both layouts, the game'll work just fine.

  • Yeah, i had the same error. The error ocur when I switch layouts using the multiplayer plugin and I have synced objects that aren't on the same layer. Looks like a bug to me.

    The work around is to create the same number of layers (the name of the layers doesn't matter) on both layouts, the one you're leaving to the one you're going to. Works fine for me.

  • Well, personaly I always start with the mechanics of the game. First thing I plan and start making is the engine of my game: Player movement, enemies, power ups, obstacles, multiplayer, etc... during this fase I use mockups for the sprites of pretty much everything. When I'm done withthe mechanics then it's a nice time to get into the graphics of the game like sprites, menus, tilesets, etc...

    Then I can make a 'test level' of the game and start imagining what sounds would I want when the player jumps or kills a enemy, the music I want to be played on background and everything audio relationed.

    After that I can think about the plot of the game, which will probabily have an effect in the level design of the game which would be my next step.

    That's pretty much the "algorithm" that I follow when developing a game, nothing too complex.

    Extra credits have a pretty good video(series) with tips of where to start your game:

    Subscribe to Construct videos now
  • Yes, that's an issue. In this case I don't have a workaround in mind, but you can always have a dedicated server and keep a instance of your game running to be the host and make all the players connect trhough it. I don't know how pratical it would be in a real scenario tho, and escalability could be a problem in the future.

  • Maybe you can associate the peerId of the client with something on the host and store the peerId on a localStorage on client.

    If the player is disconected you pause the game, show yyour message and wait until someone connect again.

    Then when you connect to the host again (assuming you know which room to connect) you can just check the peerId on your localStorage with the peerId on the host. If they match you can just continue the game like nothing ever happened.

  • Here's the thing, a have a family in my project named "body" who have the events of pretty much everything in the game, from enemies to player. Then I have a family named "Players" who are basically the real players in the game, who have some instance variables who are not suposed to be in the body family.

    I'm trying to sync the body family utilizing the multiplayer plugin and it's fine, but when I try to sync some variables of the "player" family it won't work. Is it something I'm doing wrong or Construct doesn't allow me to sync data of an object "two times"?

    Thanks, can't share capx tho. :/

  • I've tried to pin the tile to an sprite that rotates toward the mouse. Not quite the result I was expecting. Maybe construct's engine doesn't allow us to set the angle of the tiles. :/

  • Still working on my metroidvania/fight game. Here is some demo of the multiplayer(up to four player with gamepads and/or keyboard) and gameplay:

    drive.google.com/file/d/0B3zzWCpfRFopWVMtU3pxbGtvM2s/view

    Feedback apreciated.