rgk

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rgk last won the day on January 8

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About rgk

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  1. And otherwise there is nothing you can do, you can try to have some reconnect logic etc...
  2. @Fatalist I had to change all the use I had of getPixel to getPixel32, because I oddly enough used both in two different situations and only getPixel32 worked properly. I don't alter the buffer, I switched to the .pixels property directly. Also here is the initial pull request, it needs some work though. https://github.com/photonstorm/phaser-ce/pull/12 Edit: Which I just sent over a PR to fix those doc issues and changed the method scope.
  3. I forgot to Math.floor() the bullet.x and bullet.y values, and it works! Obvious issues are you can't use getPixel, only getPixel32 because of what they access, I am going to be trying to add this to phaser and I will make sure to give you credit @Fatalist
  4. @Fatalist Nothing changes, actually doing putImageData removes any visual change caused by the copy. I am assuming changing pixels isn't updating imageData?
  5. @Fatalist Thank you, that got me moving in the right direction. Problem is if I set dest.pixels to destPixels, nothing happens. Do I also have to update other values like the buffer? this.bmd.copy(this.level, 1200, 1200, 100, 100, 0, 0); // This grabs an obvious square for testing. this.bmd.update(); this.level.copy(this.bmd, 0, 0, 100, 100, bullet.x - 50, bullet.y - 50); this.copyBitmapData(this.bmd, this.level, bullet.x - 50, bullet.y - 50); The copy back visually updates it but getPixel doesn't pickup on the changes, obviously doing a this.level.update does the trick after the copy. @mattstyles That is a very cool library (I'm going to be using it to handle huge arrays in the future), I'm looking to do it as lightweight as possible for the sake of putting it back in Phaser. I am sure someone can use an optimized way to update large bitmaps.
  6. @Fatalist How would I do that? I'm having a hard time figuring out where to update this data in the array.
  7. So one major optimization issue I have is that I update a bitmap and I have huge bitmaps, originally 4800 wide by 2100 high. ( Currently shrinking them to optimize because of update() ) Bullets remove chunks of ground, so I can't really call it less. The update function completely recreates all of that data. https://github.com/photonstorm/phaser/blob/v2.6.2/src/gameobjects/BitmapData.js#L596 Using the x, y, width and height forgets all the other data besides what is inside that. Does anyone know of any way of only updating a small portion of it while still keeping the rest of the array intact? I've been looking into it for quite some time with little luck.
  8. Can you show the game? I have similar issues where I get randomly different performance. It can be based off of a lot of things, maybe the other machine has more things running in the background? aka check task manager.
  9. Honestly what is airships.online? I went in as a guest and made some sort of map by clicking the screen and adding boxes. Each time I fell to the same ground (never saw what I made), saw no online features, nor anything to do but jump and move + a few debug options. Also the login works by just clicking login without any input, does it feature any online features besides making an account? I see you used socket.io.
  10. I use primus.io with primus-rooms but a lot of my implementation was very custom. Also express to serve the site. A list of what I used can be seen here: http://aerialdrop.com/credits
  11. Yeah I do have a queue manager in place, honestly I never had experience with it before and many things happen, different packets get sent at different times and you have to always have fail safes and lag compensation. When I say it took a year to perfect, the initial implementation was done in a few months but bugs kept arising.
  12. Honestly be prepared for a lot of situations, are you using socket.io? Client-server is way easier to implement like @mattstyles said, I created a more peer-to-peer setup to reduce how much my server has to do and it took a year to perfect.
  13. @Nicolai The reason for the hype is it gives you tons of control, I take a more lightweight approach and use primus.io with primus-rooms and have built majority of it by scratch. It is simply a great solution, setting up timers can be done, and it scales well especially if you implement correctly. Websockets is the pretty standard right now, but socket.io does try other ways to send data. If your creating a reasonably complex multiplayer game, chances are people with browsers that don't support websockets wouldn't be playing your game anyways.
  14. AerialDrop has been moving at a steady pace (at 0.5.7 now) and will be featuring some drastic visual improvements. I would love to hear any criticism about the game-play. I am thinking about adding modes like capture the flag etc... but I have been told by quite a few people to perfect the main game, aka killing each other, first. Tons of changes have happened, specially to the general website. Hop you enjoy! http://AerialDrop.com/ <- Check it out!
  15. Sync the x,y data along all clients as a backup to proper velocity misalignment.