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Thread: Syncronizing Enemies and Such

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    Clicker Multimedia Fusion 2Android Export Module
    Corlen's Avatar
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    Question Syncronizing Enemies and Such

    I have a seemingly simple premise of two player co-op mode in my game. I watched the Lacewing tutorial videos but they seem to be out of date as things have changes with the extension that are no longer present which were in the video. I can't figure out how to sync the game when multiple clones of the same object are on the screen at once. Such as enemies who move around of their own accord. I got the two players to sync but I can't get past this part of the development. Does anyone out there know how to send specific messages to individual clones of an object?

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    Clickteam Clickteam
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    You have to have the server manage the enemies (or at the very least, the channel master - but if they leave, you're out of luck). The problem is that without custom server software you can't easily get clients to figure out who is in charge, and it's not possible to prevent cheating. You really need a server to simulate game logic and have the server tell the clients about everything. When the client joins a channel the server send messages to create enemies with specific IDs (the server can just use the fixed values and client can store the IDs in an alterable value), and the server and client use this ID to refer enemies for further communication.
    Working as fast as I can on Fusion 3

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Would you like me to make an example, Corlen?

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