@Latif3 Maybe have 2 people defeat the skeletons and the skeletons spawn 2x faster or have it not online and just have 1 screen with 2 people have diffrent controls
@grazer If I put multiplayer shared on an object that randomly changes positions using the random behavior, should it be synced across multiple clients?
Also there really needs to be an aspect ratio selector so we can choose how we want our games to be auto-scaled instead of just no scaling at all.
Edit: Sent you another email.
Hey I want to add multiple servers to my game for players to pick from. Is there any way of showing the player count of a level or server?
@“Classic Productions” no real reason, every time the game hits a max number of players a new game is started
@CrimsonBlackGames Thanks for letting me know
man ive missed a lot while gone
how does the multiplayer functions work
Looks like LOCAL in player check isnt firing
@CrimsonBlackGames @grazer Yes! I cannot get the check player local to fire at all.
Okay it is now?
@CrimsonBlackGames I can confirm:
https://www.youtube.com/watch?v=TIOg62iTCsY
@grazer It doesn’t work on the health bar object, it’s an attachment.
Why can’t you do max players for also Free accouters too?
Because if everyone would be able to make online multiplayer games for free, grazer will have to pay more for the servers, and that’s bad.
People who pay for a subscription help grazer to pay for the servers. So that kinda compensates it.
Hey can anyone tell me how to use multiplayer
@23gz4932 Stop. Seriously why do you think there are different plans with different features? Do you have any concept of money or how expensive time wise and money wise something like this is? This is a tool, not a toy.
@Latif3 Thats not how this multiplayer works at all, he wouldnt have to pay more for servers with this multiplayer, he even said in this post that he never did multiplayer because it would be too expensive for the servers, which is why he used peer-to-peer so he wouldnt have to pay more for servers.
@“Classic Productions” Youve literally just commented on a post by the developer of FlowLab, explaining multiplayer in detail.
Hey @grazer Id like a small feature to be implimented. Not big enough for its own thread
A cancel input slot for ease
@Latif3 & @CrimsonBlackGames - I’m investigating the local player check issue now. I added it to the bug list Trello board: https://trello.com/b/AFT6XXzR/flowlab-bug-reports
It seems to not work when its connected to a mailbox or once. Being that it seems to work fine in one of my games with a keyboard node
@CrimsonBlackGames Huh? That’s not true for me, doesn’t work on a mailbox, nor a once.
Edit: Nevermind, he typo’d.
@PixelStudios I got my words mixed up. Oops