relixes's Recent Forum Activity

  • 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. :/

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  • 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.

  • A fight game that i'm working on. Please don't mind the graphics, focus on the gameplay. Feedbacks apreciated!

    youtube.com/watch

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relixes

Member since 7 May, 2015

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