Taser's Recent Forum Activity

  • Rex plugins are well known and trusted by many Construct 2 developers myself included. Other wise you'll just have to figure it out.

  • I'll give you some bread crumbs,

    http://c2rexplugins.weebly.com/

    Look for the Rex Authentication Plugins for Parse.

    Basically how I was doing it was using the Parse service but since it's being shut down January next year I'm currently looking for another option myself.

    It was super simple, Just put in a Javascript Key and a App ID key all found on Parse do a little magic work in construct 2 with events and bam done.

  • Alright so we have the multiplayer real time set up when you create a new project but how do we use bullets instead of the aim point?

  • What I want is a way to broadcast a message but exclude one of the peers. Such as if a peer sends a message to the host and then the host broadcasts that message to everyone except the peer that sent the message.

    An example would kind of look like this

    Every 1 second

    Is Host Broadcast meseage tag"" message"whatever you want" except for peer id "PeerID"

    This could be really helpful when the peer is sending a value he wants the rest of the peers to get but doesn't want the message sent back to him.

  • When using the UserMedia Plugin how do you get two players to be able to speak to one another?

    I'm a decently knowledge user of construct 2 but I've never used this plugin before and when I checked the manual It was helpful but really didn't answer the question so any help you could give me would be very much appreciated.

  • What I'm trying to do is broadcast a message from the host to the peer but not being a string but a value.

    I'll give you an example:

    In my game there is like 10 banks and each bank holds it's own value which players can change around as they play. There is a dedicated host so the host will always have the proper number in each bank but my problem is when a new player joins I need to tell that peer what the value is in each bank but when trying to use the broadcast message and placing a instance value inside of it it tells me it can't send values but must be a string.

    A little more:

    Now I know I could make a crazy system where it changes words into numbers but I feel that is a bit much when you take into consideration that well I'd have to make hundreds of these convert expressions.

    Thank you for your help!

  • Doe's anyone know the limit of values you can sync with a host?

    To clarify I don't mean how many times a value can be changed but how many values can be synced at the same time such as

    A

    B

    C

    D

    ect...

    After that at what point will there start to be lag or lat issues?

  • Basically I want to know how do I Sync a tilemap for multiplayer?

    When the one player clicks to remove a block or place down a block I want all the players to see the block placed or removed.

  • Nothing is impossible.

    No matter what anyone says if you want it bad enough you will learn & work your butt off to get it. Good luck.

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  • Alright so here is the thing, In January 2017 Parse service will be shutting down and games running the Rex Auth plugin will be left out in the cold without having a data base so my question is how do I move to my own data server where I can still use the Rex Auth plugin?

    I'm willing to pay for a service to do the same things does but a free option would be even better.

    Any tutorials or bread crumbs on how to do it would be awesome.

  • You could just use the send message action of the multiplayer object in a certain syntax to the host, where the host then knows how to get the relevant data and set the teams, then update all clients.

    Your basically just rewording my question instead of answering it. I know a peer can send a message to the host with the value it needs to change but how doe's the host know who sent the message? Can you show me an example of how this is done?

  • Basically what I am trying to do is on one layout the peers select which team they want to be on and then they go to the game layout which the host then has to change them to the team they seleected.

    I've tired using global values and other stuff but I can't figure out how to get it where the host knows

    who sent the message and to change there value say from 0 to 1 or to 2. There is only two teams in this game

    so any ideas or help would be great.

    I know I could do something where the host puts everyone into a preset groups but I like the idea of giving the player a choice over forcing them

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Taser

Member since 23 Mar, 2014

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