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hello anyone 

I’m a beginner in GDevelop and I’m currently trying to achieve the following:

  1. Player Rotation: I want to make the player rotate using the mouse or an analog joystick. I’ve tried using the mouse, but it affects all players. Additionally, I want to send the rotation data to the server so that the server handles the player rotation.
  2. Default Weapon: I want the player to start with a gun by default when the game begins, rather than picking it up. In the full production, players should be able to switch between two weapons using a current variable and variables for each gun.
  3. Sprite Size and Visibility: After changing the sprite in the player object, the spawned player is four times bigger. Also, my map is quite large, and I’ve noticed that when my player walks too far, they become invisible. However, if I walk back, the player becomes visible again. It feels like there’s a code that disables player visibility when they walk beyond the game window resolution.

    i hope i get response early cause i want to showcase my game in a gaming even in 3 days 

Hi !
1- Basically, you just copy and paste the shooting events, but rather than shooting, you rotate the character toward the cursor (not the cursor expression, but the data sent in the message by that client, which is that client cursor).

2- Server events → Weapon mechanics → Creating weapon Group & Linking weapon → take (cut) the actions from both of these groups → open Spawning players → in the action where we create the player, paste the actions we cut previously.
So you should end up with the actions create player/create weapon/ Link weapon to current player/ set weapon State.Picked to True.

3- it's not visibility issue, it's Zorder issue, It's happening because your player Zorder is set to your player Y position (double-click on the character object → behaviors → Ysort behavior) make sure it's there in your new character. Change your map object Z order set to -1000000, so the player is always above the map.

so i managed to fix the camera, i noticed the camera was moving based on the distance between the 2 players, which is not a problem for small map, but since my map was big it became an issue i ended up deleting the camera controls on the client and and added "camera center on player" my next problem now is moving the gun system to my players which so my player can shoot the gun directly i manage to move the particles to the player and it works fine (but only showed on one client end since its running on the client end), but the Big problem now is the gun have moved everything to my player but its not working can i get you discord name so we can communicate faster 


a sample of my player i hope i can delete this later

i tried to share images but could not 

Deleted 1 day ago
Deleted 1 day ago

I need help I don't know how to import the template to Gdevelop

Hello, Please follow the steps below:
1- Download the template from the template page.
2- Unzip the downloaded file using WinRAR.
3- Open GDevelop.
4- Open a project from folder then select the unzipped file with the format .json

Please help. I'm just getting started with GDevelop. I bought this template both here and the unlimited commercial use template from GDevelop store, as well as Roguelite and FPS on the store. But I can't get these templates downloaded outside of the store to work. When I open the project with game.json, the assets in the folder never copy correctly. Am I doing something wrong?

Hello, thank you for purchasing my templates 💖

Please provide more details about the problem you are facing, so I can help you:
- Are you trying to open the template from PC or Mobile ?

- Are you sure you unzipped the downloaded project using WinRAR before opening it in gdevelop ?

- The assets in the project shows to you as (X)(X)(X)...etc ?

- Can you record a video of you Unzipping the project and then opening the .json in gdevelop and then the problem shows ?
(just to make sure you are unzipping the project and opening it correctly).

I want to ask how to add two character I tried to create 2 player and connect them with current player that didn't worked. After that I tried to keep 1 player and change animation on what is your player number.

To add another character to the game (same player but another sprite):
Game scene → Character → player object → right click → duplicate → duple click on the new duplicated object → change the sprite animations to the new one (Idle and Move animations) → Game scene events → you need to create new events for the new added character in the client codes and in the server codes.

I programmed the template for 1 character, to add more, you need to adjust the events to control other characters.

Can you tell me server code events for two players. I tried already but when I'm controlling that that controls only controlling 2nd connected player.

Am not sure what you mean, make sure to read the comments in the template, to understand how the controls work in THNK.

Tell me what I'm doing wrong here if I don't create another player it works so well,

I can't tell, it could be anything, maybe you didn't add the new events for the new player, maybe you didn't add sync behavior to the new player, maybe.

It could be anything, so like I mentioned before, read all the comments i wrote in the events, and learn how everything works, then add the new player and its events.

Can I get server with this or I have to make my own somewhere?

Hi !
Online multiplayer template uses PeerJS server, which is a public server open for everyone, it helps to establish connections between PeerJS clients.
So if you get the template, you will also get the server with it, it's a public server.

(1 edit)

That means game  not going to get gameplay delays,and if I modified for a platformer it's works well?

The delay depends on how far are you from the server.
You want to change the game from top down to platformer ?
In that case, you need to adjust the events, and other related mechanics, since the template is designed for top down

Great template!

I have a question though, will you update this template for future THNK versions and do you have plans to try using other connection methods such as THNK relay?

Thank you <3

The template currently uses the latest THNK version, and works perfectly without any issues, and yes if THNK got any new updates, I will immediately update the template with the latest THNK version.

I got many requests for THNK relay template, am not sure if THNK relay is fully functional currently, but I will give it a shot in the future and if it goes well without any problems, I will release a new template using THNK relay !

Ok thanks, man! You're a real lifesaver!

You're welcome <3

Привет! А можно ли купить шаблон за рубли?

Itch поддерживает платежи PayPal и Stripe

Thanks Vegetato

Your welcome <3

O M G  is a awesome template.
 maybe in a future upgrade  can you teach wow to sync and play sounds, like in this template the sound of the enemy shot.

Thank you <3
glad you loved the template :D

in this template, you can actually add a sound effect for the enemies shots !

By simply adding a shoot sound effect on the client's side :3

Amazing!!


Does this template includes connecting into a lobby? or it's only for P2P?

(+1)

Thank you <3
Yes ! The template have a lobby where all players can connect to before starting the match.
But it also uses P2P, THNK works as: the host is the server, and when the host makes a lobby, it means now there is a server in the lobby other players can connect to, using P2P.

Thanks for answering. So this means that if a user disconnects the game won't end for everyone else? Do you still to add the Hex Key to join or that can be "omitted"? 

Correct, if a client disconnect, the game will keep going, I programmed this template to do as:
if a client disconnect → delete all that client related objects (character/weapon...etc) for all players.

But, if the Host disconnected, the game will finish for everyone, because in THNK-P2P, the host is the server, and if the host disconnected, it means the server is down, which mean all clients will disconnect.

P2P ID (Hex key), is required to copy and send to the players you want to play with, you can replace that with an automatic system that will make everyone join together without using the ID (using Firebase), BUT it's not safe, because now, you don't know who are you playing with, and THNK-P2P leaks the player IP, so to protect the client IP leaking, i make it as: Copy ID → give it to your friend or people you trust → play together, like that it's safer because you know who are you playing with now (someone you trust).

Nice Downloadable Project (worth the small cost)  ; )  since it's been hard finding a complete game example using THNK.  It's been fun to play as well.  : )