How do I create a multiplayer "text game" ?

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Post » Fri Jan 06, 2017 9:01 am

Oh I see. But maybe that would be more convenient the other way around :

When host get an "answer" message from peer, he adds a key "CreatureCount//Multiplayer.message" with value "1". Or add +1 to the value if the key already exists.

Then peers score if "HostAnswerList" has key "CreatureCount//Answer".

At the end of the game, the "HostAnswerList" dictionnary should look something like that :

1//blablabla 3
1//bliblibli 2
1//blobloblo 5
...
2//blebleble 7
2//blublublu 2
2//blyblybly 1
...

Which would be cool to analyse.
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Post » Sun Jan 08, 2017 9:44 pm

When host get an "answer" message from peer, he adds a key "CreatureCount//Multiplayer.message" with value "1". Or add +1 to the value if the key already exists.

Yep, that would be a good way to go.

But remember to add a "lowercase()" around the answer since not every person does capitalization the same. ;)
(If you didn't add this, same answers with different capital letters would be recognized as "different". Adding "lowercase()" basically makes the comparing process case insensitive)
"We can't solve problems by using the same kind of thinking we used when we created them."
- Albert Einstein
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Post » Tue Jan 10, 2017 11:20 am

Ooooooh now I understand what you mean.

The game will be translated and played only in Japanese. So capital letters won't be a problem since it doesn't exist. I already thought about it ;) .
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