CairoCreativeStudios's Recent Forum Activity

  • As far as games go, there really isn't any actual limitations in C2. It can be used just like any other engine, you just gotta know how to use the program, and a good bit of knowledge about actual programming goes a long way. From my experience programming in C++ in HTML5, the two are almost right by each other, C++ because of it's potential, and HTML5 because of it's ease. Construct 2 almost has full implementation of most things you'll ever want to do with Javascript, and only a few plugins and behaviors really increase it's potential as a program (Q3D and Canvas/Pastor being some of those few). Learn how to use it, trust me you'll be glad ya did.

  • Okay, sorry for all the confusion. I'm gonna guess you knew better, the peer can control whether the behavior is enabled or not. I wouldn't recommend it though, without input prediction, multiplayer is useless.

  • I don't get it... Disabling the behavior on the peers side didn't work, which makes sense, as it's basically just a copy of the object from the Host. The host tells the peer whether the behavior is enabled or not, so it seems, and disabling the physics didn't do anything. I was doing something wrong, the values for the movement were different for the peer and host, so the input prediction was off, because it wasn't the same...

    Again, thanks though..

  • Game data goes peer-to-peer so the performance of the Scirra server has no impact on the gameplay performance. There is nothing special about physics; as with any multiplayer game, only the host is really running the movement, and the peers are just seeing and controlling virtual versions of themselves (typically with all their actual movements disabled, so they don't conflict with the multiplayer engine's control of the object). You're probably doing something wrong, like leaving the behaviors enabled for the peers. Multiplayer is hard.

    Haha I guess it's not the EASIEST thing in Construct 2. I hadn't tried disabling the Physics behavior though. I hadn't thought about that, since I was following the Multiplayer Game example that comes with C2. I can see why that'd be different though. Thanks for taking the time, Ashley, hope I didn't disturb ya.

  • Maybe Ashley has an answer?

  • In my game, I'm using the physics behavior for a custom platformer type gameplay. The problem I hadn't thought I might run into is that the physics behavior lags between the host and peer to a ridiculous extent. Obviously using input prediction only makes it worse, and makes the peer jump around quite a lot.

    I'm quite sure that my 7mbs dl speed is not the issue, but maybe the server I'm using is? I'm using the default Scirra server for now, because my game isn't even in beta yet, so I don't need a server yet. If this issue is because of the Scirra server, then no problems, I just have to see if there could be an issue with trying to send physics through a server, period.

  • Beautiful! I really can't wait to be able to play this game, it looks fantastic! Keep up the great work!

  • Byte Sized Heroes

    After a while of silence, we're finally ready to announce our project!

    What is Byte Sized Heroes, you might have asked? Well I'm glad you might have asked, because for such a question, I have quite an awesome answer.

    Byte Sized Heroes is an action/platformer/shooter that takes inspiration from Mega Man, Halo, and a couple other well known titles, including Time Splitters, Thing Thing Arena, and Super Smassh Bros.

    In the beta, you play as BYTE, a young soldier who's soul has been injected into a chip that combines with different armored suits. These suits, known as casts, give him abilities that manipulate his movement and combat skills. The use of these armors are quite similar to the Models in Mega Man ZX, with exception to the mass array of interchangable weapons, skills to use with said weapons, and multiple armor gadgets that allow you to change the flow of battle at will.

    Byte Sized Heroes' story will be visited later in development, after the Patreon is going, that is to say if we're successful, though, of course. I'm hoping to get some very nice voice actors in on the project, along with some nice animation and anime artwork. I've already started the writing of the story though, and so will explain in a moment how the story will progress, and how the player will be able to interact with the single player world. For now, I'll explain, in detail, the multiplayer, and future plans for the multiplayer development.

    Multiplayer will mostly be map based, and by that I mean that the game modes will require you to interact with the maps in certain ways. The first map and game mode, playable in the beta are Foundation and CAT.

    Foundation is a symmetrical map that has a large underground base in the center, as well as a large ground area above it. A large gate splits the two apart vertically, and two rooms are horizontally aligned, symmetrically, on each side of the ground area on top. Above those two areas are two rooms of the same size and horizontal positioning, as well as under. The two on the bottom are connected to the base at the bottom middle. The two areas on the sides carry temporary invincible shields, as neither area will include capture fields which will multiply the teams score. This will pull the player's interest away from the two areas on top, while still allowing them time to collect them if they go out of their way to do so.

    I'm trying my best to make an experience that seems like something you'd expect from Mega Man and Halo being combined to make a 2D Action Platformer, so let's hope I'm making a right direction in the development. I'd really like to know what everything happens whenever the game is actually uploaded.

    The upload of the game is planned for a later date, because multiplayer gameplay is still in development. Once it's all complete, the game will be shared here on my website, as well as IndieDB. Until that release is announced, I'll be sharing all information about the game development here on my blog.

  • byondisoft, as far as I can tell you just agreed with me. Complaining is quite different than suggestions and requests. A majority of these people are complaining, presumably because they don't know how to use the tools they're asking for exporters for. It takes much more time to do nothing other than complaining than it does to do the work to learn to use the other tools.

    Maybe they're not in the wrong line of business, but that kind of behavior still doesn't do much for productivity.

  • byondisoft, Harsh or not, you're just speaking the true reality of game design. Any complaints of Construct 2 not having exporters that other engines do come from unsuccessful people complaining that it's not easy enough. That alone makes the person not really on par for the task of game designing. I can't personally say that I wouldn't like other exporters for Construct 2-3 (although, I will definitely honestly say I'd be willing to spend years making my own exporter if it were actually a plausible thing to do), simply because that'd be awesome. Native export would be great. But we have to think in scope, and consider what is actually profitable and time worthy for Scirra, as well as all of those who spend their time making our designing lives easier. If anyone bites from the hand that feeds them, their in the wrong line of business. Harsh or not, that's the fact of it.

  • Loving what I'm seeing of this amazing game. Mega Man is my favorite game series, I'm excited to see others making games inspired by it.

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  • Excited to see the price drop! I'll be buying soon!

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CairoCreativeStudios

Member since 22 Feb, 2014

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