GenkiGenga's Recent Forum Activity

  • Hey Toddler, no drag and drop for that but once you get the hang of it its extremely easy to implement with events.

    Here is an example of Mario scrolling.

    If you used this example, then you could check if your Enemy.X is less than the Blocker objects X and destroy them if so. If your enemies also use solid behaviour, Just make sure you add an event that disables the enemies collision when they overlap the Blocker so that they can pass through

  • Thank you guys, I really appreciate it.

  • Flump now that's retro! I like it. It looks pretty difficult from the vid, I hope you have a nice ramp up to the insanity.

    KaMiZoTo that is one fearsome looking arcade unit good job.

    looks great so far, love the animations and use of colour overall.

  • There really is a ton of great looking games in the works here.

    gillenew, , Wrangler, I really like your graphic styles. Looking forward to seeing more.

    looks like a bit of fun. Send me a PM if you want some feedback before releasing, I have a couple of ios devices to test on.

    TheWyrm Awesome promo art.

  • I agree with you Everade. Will definitely have tutorials explaining game mechanics and in-game tips that can be toggled off.

    Thanks for the feedback!

  • I don't see any fundamental reason you have to make the player wait for all the animations. Surely you'd make a catch-up mode which works instantly instead of making them sit and wait?

    IIRC triggers still fire when suspended, so 'On received' etc. should still fire as messages come in. Also you could send messages in 'On suspended' and 'On resumed' to notify players you've gone AFK, so they know they won't be responding.

    Ahh ok, I had assumed that peers wouldn't be able to receive messages until the browser resumed. My mistake!

    I have just added conditions on the messages received that check if the page is visible and if not the animations skip. Working perfectly.

    Thanks for your time Ashley.

  • Ashley

    I have a card/board game in the works that is built to run off simple Multiplayer.Messages rather than relying on the host syncing objects. Its fairly robust as it is but when in a battle with another player, if too many messages are received when a peer is minimised it can break the game because the peer cant update all the changes at once.

    I could create an action queue to handle this so that when the player resumed, all the actions updated one after the other (and it would work) but it would end up slowing the game down as the resumed player waits for all the animations to run through (the player only needs to analyse what is currently on the board in order to make a move).

    If i had control over it during runtime I could set it so that the;

    * Title screen/lobby/deck editor is set to pause on unfocus.

    * In a battle where i expect the player to be actively playing the game anyway its set to do not pause on unfocus.

    I know that you are worried that people will abuse it and create inefficient games. In a worst case scenario for my game though, if a player minimises the screen in a battle and the game continues to run in the background, it will only continue to take resources until that player is kicked for inactivity (1 min approx) in which the game would be set back to 'pause on unfocused' and were back in the clear.

  • Ashley

    Would it be possible to change this during runtime? That way if a player was in a lobby it could pause on unfocus saving resources while at the same time keeping the game playing when you needed it to.

    I agree with you that it is better to avoid using excess resources unnecessarily but to me its worth it if it means that my game wont break because someone wanted to quickly check their emails after they finished their turn.

    I could build an action queue and update all the actions when the player resumes but I would much rather it just work in the background.

  • I tried Stencyl out a long time ago but after using C2 there is no comparison for me. Im sure it has gotten better by now but still, the only reason I would choose Stencyl over C2 was if I wanted to make a flash game.

  • Thanks guys

  • Version 1.2!

    Works on windows 8.1 Tablet (Thanks for testing and giving feedback Tekkendp!)

    Made a small adjustment so that a unit's attack and health rating show when you hover the cursor over the tile they are standing on. Now you don't have to play with a bunch of ugly numbers on the screen at all times. Fixed the walking animation for all units to sync properly between tiles.

    Added 10 more cards for a second deck for player 2 so no more mirror match up.

    Added some graphics to the creature cards (still a work in progress, experimenting for a style that fits).

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GenkiGenga

Member since 20 Oct, 2011

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