Is Multiplayer/online possible with Construct 2?

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Post » Fri Nov 23, 2012 11:14 am

Hello everyone

I read a lot about construct 2 from another company so i thought i would check it out and so far it looks very promising. But i have a few questions:

Can multiplayer games be created? It states that Facebook games can be created as such and ios but are there any multiplayer, online features that can be used and what are they. Please explain in full thanks

JonApp
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Post » Fri Nov 23, 2012 11:19 am

Yes, using WebSocket and Socket.io, you might look up about these words on this forum, you need Node.JS installed on your server to get working.
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Post » Fri Nov 23, 2012 3:38 pm

In other words, it's possible, but a lot of effort - you'd probably need to code your own plugins and serverside.
Scirra Founder
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Post » Sun Nov 25, 2012 4:40 am

@Ashley

If you ever decided to do a C2 version for game server / databases I'm sure people wouldn't mind paying for an additional license.
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Post » Sun Nov 25, 2012 9:44 am

Please check this link:

https://github.com/pubnub/pubnub-api/tree/master/construct2
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Post » Sun Nov 25, 2012 6:36 pm

[QUOTE=dewanto] Please check this link:
https://github.com/pubnub/pubnub-api/tree/master/construct2[/QUOTE]

@dewanto
What is it? Please explain.
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Post » Sun Nov 25, 2012 11:44 pm

It depends on the kind of game you want to create.
If it's a real time game that is sensitive to latency, then no, it is not possible.
This is not a construct problem, by the way, but a HTML5 problem. As of this post, it is impossible to create real-time multiplayer games over the internet (lan is possible) with any reliability.
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Post » Mon Nov 26, 2012 2:24 am

a Construct Multiplayer Plugin using Pubnub.com
Watch a demo game at :
http://vimeo.com/38425656


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Post » Mon Nov 26, 2012 6:38 am

[QUOTE=dewanto] a Construct Multiplayer Plugin using Pubnub.com
Watch a demo game at : http://vimeo.com/38425656[/QUOTE]
Not a multiplayer plugin or a multiplayer demo, I'm afraid. The demo is just of remote control of a sprite and the plugin simply allows client<->client communication. Real multiplayer online gaming requires interaction with an authoritative server to securely manage the game state/logic.Velojet2012-11-26 06:40:11
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Post » Mon Nov 26, 2012 3:40 pm

One of the hardest problems is like @Velojet says you need an authoritative server to prevent cheating. However C2's architecture does not lend itself easily to that - even with a good WebSocket plugin (and even assuming it had UDP support) you might have to hand-code a server for your game, and multiplayer programming is pretty tricky on top of that.

Given we have a community of people who are trying to avoid traditional programming, do you think that would still be useful at all? If you had to code a serverside? If so, we could still make some of the clientside plugins (like WebSocket) to provide official support for that. However we wouldn't be able to help much with writing serversides, it would probably be too complicated to write any kind of simple step-by-step tutorial for it.Ashley2012-11-26 15:41:40
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