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Responsive controls/kills/sound, animations, loot and more...
This well documented, advanced, online-multiplayer template allows for absolute responsive controls/kills/sounds. Creating identical gameplay experiences for every connected player unlike the official multiplayer examples.
This networking scenario is recommended for co-op multiplayer games such as Terraria, Don't Starve Together or Diablo style games, and puts the player experience up front. It is not recommended for PvP setups!
No rubber-banding and no control/kill delays for the controlled character.
Code to run 8-direction character animations is included. Originally created in Construct 3, then recoded from scratch for Construct 2.
Template can be applied to most 2D projections such as:
Orthographic, Isometric, 3/4, Top-Down, Frankenstein, Cabinet, Perspective, Curvlinear and so on...
The arcade demo does not include any chat or char name selection features, due to arcade restrictions. The arcade demo also automatically resets if the Host can't keep up, and limits the amount of AI that can be spawned. There's also no camera system. These limits are not existent in the purchase.
Buy with us and we will refund 100% of the cost of the asset if it's non-functional or not as described and the author doesn't fix the issue for you in a timely manner.
It is a good plugin but it has to be implemented so that MOVETO can be used because otherwise it doesn't make sense... you need to have large layers to be able to move through them... at the moment I haven't been able to do it... I'm waiting for the creator answer.
Quick solution from the creator, for this reason I have given it 5 stars. I recommend the very good plugin.
Hey jomego.
I assume your "MOVETO" refers to the "ScrollTo" behavior. Version 1.0.0.5 now supports a camera system, to smoothly follow the controlled character. I hope you like it. If you have any questions, please use the support link to the right.
Example provides a great explanations, still standart multiplayer plugin seems to be not reasonable to use for any kind of real time multiplayer, communication is overcomplicated when compared to photon or self-made node.js server. Have not figured out how to properly sync peer created projectiles.
This: peer2peer/Free
Photon: client2server/Paid
Node.js: is a Framework, requiring substantional amount of coding and networking knowledge.
Wouldn't recommend a client2server setup for co-op games for multiple reasons. If you have issues, please use the support link so i can help you.
4 files in 2 asset packs for one price
8 files in 3 asset packs for one price
6 files in 2 asset packs for one price