Leaderboard


Popular Content

Showing content with the highest reputation on 01/23/2019 in all areas

  1. 1 point
    enpu

    Creating desktop app with Panda 2

    Check out this small tutorial on how to create desktop apps with Panda 2 using Electron. You can develop your game on Panda 2 and see it running as a desktop app at the same time, all changes taking effect instantly on both as you save. You can also easily turn your existing project into a desktop app.
  2. 1 point
    mattstyles

    [WIP] Drift Team

    Ha ha, that is awesome @Slicks, great work on finding and fixing so quick. 10/10 will race again! (just as well you found it, I couldn't remember at all what I put in as a name!)
  3. 1 point
    mattstyles

    [WIP] Drift Team

    That was great, I really enjoyed this game. I did, however, have a few places where I seemed to crash but I wasn't anywhere near an obstacle or car. The first practise one (chase?) had a few places where I'd crash for no obvious reason.
  4. 1 point
    Hi @Kevin Trepanier, From a FGL-Flash-era comparison the big changes are HTML5's shift towards revenue-split, syndication, multi-platform, multi-player. A good Publishing Partner (who can bring high volume traffic and share revenues fairly) is good to have but might take time (and a small catalog of games) to find? Sponsors. The "Auction" exclusive-upfront-fee licenses are rare (or rather the level of risk for a small team to build a game of sufficient scope to gain exclusive interest is hard to justify upfront). The "Gameshop" style non-exclusive upfront-fee licenses do exist, however the number of active sponsors in the market are few so overall revenue is limited (in comparison to slower but longer revenue-split). There are links on this forum to such sponsor portals, although it's a changing list with high churn so your own research will be necessary. Virality. As always, it's possible but improbable! But more contagious these days is the speed and quantity of rip-offs and clones. Any big-idea must be protected with (or leverage) a server-side strategy. Of course everybody's mileage will vary, most will quietly stall whereas a few successes are very real and highly deserved (and often humble!). I hope that's a fair and helpful overview.
  5. 1 point
    remvst

    [Real-time Online Multiplayer] SuperBrawl

    Play Link: http://superbrawl.herokuapp.com/ SuperBrawl is a project that I've been working on during my spare time for quite a while. It is a real-time online multiplayer brawler based on Glitchbuster (even though the code base has evolved quite a bit to allow for multiplayer). There are currently two game modes included: Deathmatch: win the round by shooting anything that moves. 20 points for every hit, and 100 points for every frag. King of the Hill: points are only awarded to whoever is wearing the crown. You need to find the crown and keep it on your head. But be careful, all the other players will focus on stealing it from you. At the end of a round, a player will win and the best action of will be played. Of course, the game features several weapons that will help you dominate your opponents: The shotgun is your default weapon. It deals very little damage and requires accuracy. It can however be useful when your opponent is low on health The plasma gun fires plasma bullets straight at a high rate. It can be used to spray and prevent an enemy from moving The grenade launcher fires grenades that explode as soon as they come in contact with another player The machine gun fires three bullet bursts, allowing for quick sprays The rocket launcher obviously fires rockets that deal a lot of damage when used wisely The flamethrower is useful for setting things on fire for a few seconds. It is a great defensive weapon A shield is also available for pickup, allowing you to take 3 additional hits. You can play the game at http://superbrawl.herokuapp.com/ (the server is hosted in America, so if you're located in Europe, you may experience a bit of lag) If the server is empty, you can add/remove bots from the pause menu (press ESC) Any feedback is welcome. The game is still a work in progress that I really enjoy developing, so I'm always happy to include more weapons, tweak the difficulty, improve the bots AI, add game modes, add more public servers, fix bugs... anything! You can find gameplay videos on my Twitter feed here, here , here or here (I'm not sure how to include videos in a post, so these will have to do for now) Now on the technical side, there are also quite a few things that are pretty cool: Public brawl: the brawl is always running on the central server, meaning you can join it and invite your friends, or wait for anyone to join, or even add bots while waiting Self-hosted WebRTC game rooms: if the central server is too laggy for you, you can always host a game on your laptop and let people join (assuming they can establish a WebRTC session with you) Bots: no friends to play with? Just add a few bots to any game room! The AI is smart enough to make informed decisions (attack a player with less health or a bad weapon, retreat and get health or a shield, pick up a weapon before attacking, focus on the crown...) Death cams: when you get fragged by another player, the action will be replayed to you can see how things went wrong (press ENTER to skip) Ingame chat: if you feel like bragging about your latest frag, press Y and type a message for the chat Procedurally-generated maps: every time a round starts, a new map is generated by the server, so you can't just learn a map by heart Ingame video chat: turned off by default, if two players have the setting turned on, their webcam will be Mobile friendly: the game has mobile-specific controls, so if your phone can handle HTML5, you should be able to join the brawl The game relies on socket.io for client-to-server communication, unless you're hosting a game room over WebRTC, in which case socket.io is only used for signaling. Other libraries I'm using are browserify, Howler.js, PIXI.js, Mustache.js, chance.js and probably many others that I've forgottten I also intend on writing a series of articles about the things I've learnt while developing this game. Topics should include architecture, networking, synchronization, WebRTC, AI. Let me know if you think you'd be interested in such articles.
  6. 1 point
    cgk

    [Panda2] Dead Gunner

    Nice work! May wanna change the "Loading" text to retro style as well. 😁
  7. 1 point
    There're simple ways like class DContainer extends Container { addChildZ(container, zOrder) { container.zOrder = zOrder || 0; container.arrivalOrder = this.children.length; this.addChild(container); this.sortChildren(); } sortChildren() { const _children = this.children; let len = _children.length, i, j, tmp; for (i = 1; i < len; i++) { tmp = _children[i]; j = i - 1; while (j >= 0) { if (tmp.zOrder < _children[j].zOrder) { _children[j + 1] = _children[j]; } else if (tmp.zOrder === _children[j].zOrder && tmp.arrivalOrder < _children[j].arrivalOrder) { _children[j + 1] = _children[j]; } else { break; } j--; } _children[j + 1] = tmp; } }; } If you need sort inside the container, use it. If you need to move one element, just swap it with last element in container, there's swapChildren or something like that in docs. Or remove/add it again. If you need sort through the tree, use pixi-display, I recommend latest version: https://github.com/pixijs/pixi-display/tree/layers , its called "pixi-layers" instead. That's why I like gradual approach - choose the solution that corresponds to the scale of your problem. No one will call you stupid if you use just simple things for simple problems There are people who think "why dont you use complex solution like webpack, too stupid for it?" but seriously, just ignore them.