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TheBoneJarmer last won the day on February 23

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About TheBoneJarmer

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  1. TheBoneJarmer

    Mr Wonga's Toy Emporium (PixiJS Slot Game)

    Impressive artwork! But I still can't make up what the actual game is. The trailer and screens show awesome stuff but it does not show how the game actually look likes. I think I saw like 3 very short recordings in barely 1.5 seconds that were projected on a 3d plane. My advice: replace the screenshots in this topic with actual straight-forward screenshots from the levels itself, not that store and lobby stuff. Those are rather irrelevant for they say nothing about the gameplay.
  2. TheBoneJarmer

    [WIP] NUNS with GUNS (NwG)

    What about you remove that hideous login-prompt at game.php and let us play the game? No offense but I thought this was quite obvious when you post something in the "Game Showcase" forum. I for one don't mind providing some feedback about the game, but to do so, I need to be able to play the game. 😛
  3. TheBoneJarmer

    Perfect! One more small feedback, there is a big empty space in the center of the homepage now. What about you place a big fat "PLAY" button over there? I know the nav contains a 'play'-link but you gotta search for it for a sec. It'd be easier for guests if they knew right away where to play the game. But other than that, nicely done! Keep up the good work!
  4. TheBoneJarmer

    Project MWX - multiplayer RPG

    Trust me, you are not the only one who came up with that idea haha.
  5. TheBoneJarmer

    Project MWX - multiplayer RPG

    Well, perhaps I can help with something I did not knew about NodeJS for a long while: nothing is async because async means using a different thread to execute a function. I assume you mean you are using those setTimout or setInterval functions right? Sadly, they are not async, they just delay the function only to be executed at a later moment in the same thread. If you did not mean that, tell me what you did use because that would be very interesting. 😛 Concerning your data storage issue, you should not have another process handle the authentication. Use the game server only to handle the authentication because otherwise you need to have a way to share the user's data between two applications, like you said. If you keep it in one process, you could keep up a multidimensional array of tokens and player id's and store the player data in the server's memory and send only the token to the client once the player signed in. Because that way you wont give away important data. Each time the player is performing an action, send the token along with the websocket message. On server side, strip the token from the message, lookup the player id in the array I mentioned before with the token you just stripped and use that id to retrieve the player's data. Also, concerning database queries; only get, update and insert records when you need them. Not constantly. Of course it is important to update your database frequently so what I'm doing is using a thread to update my database each 5 minutes. In your case a setInterval will do. But it will take a certain restrain away and keep your ram usage low.
  6. TheBoneJarmer

    Project MWX - multiplayer RPG

    Before I even read your post, I looked at the screen and I was like "Tibia!!! ". Nice to see you used it as an inspiration. Played it for a very very long time as a teenager and played it recently too to see what changed. I do have one question though concerning NodeJS. I'm currently developing a multiplayer top down shooter from which I also use Tibia as my inspiration (understand the excitement now? ). But I replaced NodeJS after several failed stress tests with a multi threaded websocket server I have written in C#. The reason? NodeJS is single-threaded, meaning only one request can be processed at a time. For a small amount of players this don't matter that much, but if you got like 1000 clients sending requests all at the same time, the entire game could lag as hell. But if the server is multi-threaded, each request that comes in will be handled on a different thread so the main thread wont be blocking. In case of a multiplayer-game, this could speed up the process big time. So here is my question: How will you deal with that issue? Because I'm always in for a new multiplayer game and since I'm creating one myself, I know how hard it is. So I always have respect for those who dare to pull the mmo-scalibur out of the big rock. And since I know the pitfalls all too well, I'm curious how others deal with them.
  7. TheBoneJarmer

    Well, I started the tutorial and I like it so far but it does not cover the most important part: the input. Like how to connect the tower to the turret for example, or how to get the miner starting mining. I guessed it had to do with the mouse buttons so I managed to got the turret powered on by fiddle around a bit, but I really had to puzzle with placing a wall or the miner. I have yet to figure out how to make the miner working. Also, why the account stuff? First thing I see when I visit the website is a login form on the homepage. It gives me the impression the game is multiplayer. But is it? The graphics are awesome though, kudos for that. So my advice for now is: Improve the tutorial by being more concrete about which input to use and where. Like in the Age of Empires 2 tutorial campaign, the narrator tells you in detail how to select a group of units and move them around; "Left click near the group of units and drag a box around them, then right-click near the blue flag" could not be more clear. Secondly, if the game is in fact not multiplayer, remove the form from the homepage. Otherwise you'd give people the impression you're hosting a multiplayer game and when they figure out it is not, they'll feel deceived and quit right away. That being said, it looks pretty impressive so far. Just work a bit more on your tutorial and the account stuff and you're good to go for sure. And if you are clueless on what to explain to players in your tutorial, imagine you give this to a 11 year old kid. He'll make sure to ask the right questions. 😛 EDIT: I was thinking about that form, maybe you should change the title "login" to "member area". That way you don't give the impression the game is multiplayer, but you can also keep the form right where it is and hint the player there is a member area. EDIT2: Again thinking about the tutorial. You use hints to tell the player how to do it if he is stuck. But don't, you should be straightforward about the instruction right away. Imho, a tutorial should not be a guess-game, but a straight-forward manual on how to play the game. I feel like the tutorial right now is not.
  8. TheBoneJarmer

    It is kinda hard to give a review when your 'start' button is not working. When I click on it the page just refreshes. Let us know when you fixed it, it has been a while since I played a good Tower Defence. So looking forward to it.
  9. TheBoneJarmer

    melonJS 6.0.0 release

    Hi Obiot I am sorry for I have not found the time to look at it, yet. Is it too much to ask to put an example online with your new build? You happen to do that way faster than I do haha
  10. TheBoneJarmer

    melonJS 6.0.0 release

    I would not trust those stats too much if I were you. A lot of those show fake results for most Linux users never registered them somewhere as Linux users. In my close family and friends actually 30% use Ubuntu as their main OS and they love it. 😛 Noticed a lot of Linux users on trains, schools and even at work. That could not be possible if those stats were right. But there is no doubt about the fact that Windows rules the market though. But you guys do get it working on Android, so I found it odd it wont work on Linux. I am using Firefox bytheway. As for the WebGL part not functioning, I know for certain it does function because my engine does. If you'd like to, I can clone your source from GitHub and try to make it running on my pc? Perhaps I can pinpoint the issue.
  11. TheBoneJarmer

    melonJS 6.0.0 release

    Hi, that example seems to be broken for me as well. I printscreened the console output and added it as an attachment. Got a warning about my Mesa driver. I am running Ubuntu 18.04 so perhaps those errors are a result of that warning, but perhaps worth to take a look at. Oh wow that is definitely a long time yes, I started with HTML5 game development in 2013, than stopped to dive into OpenGL and WebGL for a good year or 2, even created my own "engine" for education purposes in C# and OpenGL, then gotten back at WebGL (which I knew how to use at last since I had experience with OpenGL now) to end up with what I got now. What you sum up above sounds definitely as a result of lots and lots of polishing. Can do all those stuff myself, but that might take me a some good months for sure and I probably end up with a MelonJS like engine but with different namespaces and classes lol. Should I be in a team and in search for an HTML5 engine, this could be a reason why to pick MelonJS. My engine, if you could call it a complete engine that is, just has the basic stuff. I usually use it as a library for input, rendering, maths and such. It is not much but so far it was exactly what I needed. And each time I need something else, I add it to the engine. Thanks! Yes, I understand now. Sorry if I looked like a nitpicker bytheway, can't help it. haha Throughout my career I noticed a lot of things on websites, games and other graphical projects which I think can be done differently to gain better results and I always try to advise people where I can. I would have done it differently (and hence my different point of view) because I get the most satisfaction out of my work when end users enjoy my work. I would want to do everything to provide them the best service I can. It gives me the feeling and confirmation I done it right and motivates me to go on.
  12. TheBoneJarmer

    melonJS 6.0.0 release

    Hi Obiot This is the first time I heard of your engine, wanted to check things out on your website but your example is broken, got the following errors in my console (see attachment). Also, the docs are a bit, unorganized. To start with, I noticed that you guys use Github together with your main website, this way I am losing oversight on what is where, which I find rather disturbing. Just create one main website and leave Github for what it is meant, the source code. And docs how to build it and such. And last, give the docs one template. The main overview's template is completely different from the tutorial's template. That all being said, what makes your engine different from others? Because for what I can see it does basically the same thing like any other HMTL5 engine. And that does not impress me much for I created my own private 2D HTML5 engine in just a couple of weeks, which if I understand your site correctly, does the exact same thing as MelonJS and most HTML5 game engines. Not trying to completely destroy your guys's motivation or any, and sorry if I sound somewhat harsh, but I notice a lot of HTML5 game engines which are good, but the creators usually do a bad job on supporting, documentation and promotion. And I find that a shame since lots of these engines have actually a great potential. And you will likely to attract more users if you do that right.
  13. TheBoneJarmer

    Dokia - A gravity-switching platformer

    Well done! Looks good, simple, challenging. Good job! There is one thing though that frustrated me a bit. In level 1-8 I am supposed to fly by flipping the gravity, but I found that a rather, difficult job. After 25 tries I finally managed to do it. I think if you slow down the friction, it would be more doable. Right now, the ball falls too fast.
  14. TheBoneJarmer

    Sort Vectors / Get correct outline of n-Vectors

    Your question sounds quite confusing. If I understand it correctly, you got vertices who are at the exact same spot and therefore causes cross lines and you want to figure out how to prevent that by ordering them..? What is it that you are trying to archive? And for the sake of complete understanding, can you zip up what you got now and add it as an attachment? That really would make things a looooot easier since we are dealing with logic and 3D algorithms here. 😛
  15. TheBoneJarmer

    3D model question

    Well, what I would do than is move the camera a bit more forward so the torso and the head would be visible instead of the entire body. Like the example below. Not only would it make the canvas render faster for it needs less vertices to process (if back face culling is enabled that is) but you would also have the details much more visible for sure.