It's using Scirra's signaling servers, the rest is automatically done by the engine... so probably not. The way that data is transmitted in this is horrifically unoptimized too since it's such an old project of mine...
TaelsDaFoox
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if you're lookin for one of the more advanced ones I'd reccomend Godot, but if you're just starting out I'd honestly reccomend Scratch. It's super intuitive, has an absurdly high skill ceiling, and a lot of the programming skills transfer over to more advanced software!
In my experience it's a lot easier to start with a simpler software like Scratch than to jump directly into bigger things designed for making full games like Godot, as a lot of the time when I see people making their very first games in advanced engines like Unity they end up kind of uncanny due to having a very clear line between what was custom-made and what's automatically done by the engine.
If you're looking for a program to bridge the gap between Scratch and Godot, that's where you have a lot of options. I've used Construct 3 to make 99% of the games on my itch.io profile, but that's paid unless you wanna use the free trial. GDevelop is really similar to Construct and free, but I haven't used it much. There's also Gamemaker and Clickteam but I know very little about those two other than that they're popular.
oh, and that overhaul update should hopefully be out this week!!
there's a lot more that goes into coding those mechanics than just having delta?? coyote time requires setting up a timer that resets and increments at the right times and also is linked to a mid-air jump, while jump buffer is another timer that needs to be set based on jump input and cleared upon being used, plus a lot of other tweaks to avoid things like jumping twice rapidly from a single jump input.
thanks! and yeah, I'm completely aware of those issues. I wanted to add enemies that'd drain your health until you take them out from inside the mech, and the ability to get out of your mech and explore small areas like in Blaster Master, but unforuntately all that had to get cut since on the final day I just had the first level done. the briefing segments were a last-minute addition to make up for not having time to properly set up a story, give the character a personality, explain mechanics and objectives, etc.
I never specifically tested the UFO minigame so I didn't know that it was removed with that mode, but I'd consider games like daisy chain and even cloud climb (is that what it's called?) to be parsec-friendly since you have a decent amount of time to see what your next input(s) is, and it's pretty easy to adjust for the delay. it's moreso minigames that are "press the button at the right time" than "press the right button"
This is an amazing game, streamlining the Mario Party formula enough that I can actually play a full game with my tiny attention span! A feature I'd love to see added is a minigame toggle for timing-based minigames for playing over Parsec, as the "reaction time" toggle doesn't include all of them. I haven't played all the minigames but the UFO Photo minigame, the golfing minigame, the rhythm balancing minigame, and more are pretty unfair over parsec, which sucks bc most of this game works great over parsec