remvst

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  1. Like
    remvst got a reaction from zoki_y8 in [Real-time Online Multiplayer] SuperBrawl   
    Thanks for the feedback (though I wasn't aware there were that many multiplayer web games these days)
    I do like AZERTY keyboards, but the game doesn't use any of these keys. Maybe if I let the user define their own key bindings that could address the issues you're having?
    The platform part is a good idea, in general I want to add some depth to the game while keeping simple controls (I don't think I'll ever add mouse controls, but that may change depending on feedback).
    And I've made a lot of other games, some mediocre ones are at http://tap2play.io/, but my biggest game project to date is Glitchbuster https://store.steampowered.com/app/661360/Glitchbuster/
  2. Like
    remvst reacted to zoki_y8 in [Real-time Online Multiplayer] SuperBrawl   
    With all the io mp games out there, it's a little surprise to see a classic 2d platform action game, all packed with mp and smart ai opponents. What would be nice to have, expanded keybord control+mouse or some hints about the game controls limits (even in main menu, keyboard is needed). I though french people, like you, prefer zqwerty keyboard? Flamethrower sound might be bugged, some visual effect on weapons could be neat (althoug might be problematic for performance or development), and the shooting visual effect might be too epileptic for users, as they can be kind of distracting. That is at least for me. Would be good to have some platforms to jump through, or even fall through, something moviable, etc.. A multipalyer game you say? How many people will be maxed in one room/event/play? A small transparent minimap might come in handy for those big maps. 
    What other games you've made, btw? Anything published as final yet?
  3. Like
    remvst reacted to ShrewdPixel in [Real-time Online Multiplayer] SuperBrawl   
    Played with Chrome on MacOS Mojave.
    Very Nice action game. High Impact fun indeed. The bots and death cams are both cool aspects.
    If you decide to write the articles that you mentioned, I for one would be quite interested in reading them; your game shows that you are quite skilled in a broad range.
    Hats off and Good Luck!
  4. Like
    remvst got a reaction from webdva in [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.
  5. Like
    remvst got a reaction from Nagval333 in [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. Like
    remvst got a reaction from end3r in [WIP] Glitchbuster - Looking for feedback on the demo   
    Hey everyone. Turns out the game was greenlit just before Valve shut the system down, so Glitchbuster will be on Steam!
    Anyway, I thought I'd give some development updates, so here it is:
    Steam Store Page
    Getting a page on the Steam Store is a lot of work. But here it is, Glitchbuster has its own page on Steam.
    Deciding about the price took a lot of thought. While I want to set a fair price for the year of work behind the game and aim for make a game that is worth a decent amount of money, I don't want players to think that it is overpriced. My goal is not to earn a lot of money, so I can afford setting a low price. I would rather not make a lot of money and have more players, as well as not disappointing them.
    Anyway, the price I have decided is $5. Hopefully players will think it's fair.
    New main menu style
    The old menu was pretty basic, and I was never too happy with it. This is the new version:

    Dark World Glitch
    Being able to add glitches in the game feels much better than fixing them. So here is one that I added just yesterday:
    http://www.indiedb.com/games/glitchbuster/videos/dark-world-glitch#imagebox
    For those interested in how it works, I simply cast a few rays around the player. If a ray hits an obstacle, then the player should not be able to see further. I can then draw a shape based on all these rays to hide the world.
    Below is a short video showing the raycasting in action.
    http://www.indiedb.com/games/glitchbuster/videos/raycasting-tests#imagebox
    Large Powers/Glitches Refactor
    For a while, powers and glitches were a little too separate, which made it tedious to add glitches that have the same features as powers. An afternoon of refactoring made it much easier to add new glitches that give powers to enemies.
    Here is a quick video of what it looks like when enemies have flamethrowers, jetpacks, and can teleport:
    http://www.indiedb.com/games/glitchbuster/videos/glitch-testing#imagebox
    This also showcases how different sets of glitches make every level unique. Beating one level is very different from beating another, because of its structure and the way glitches affect the gameplay, which makes it crucial to pick the right power for the right level.
    Public Trello Board
    Since the game's core features are pretty much done, I am now pretty much just polishing it, tweaking gameplay features, but also cutting everything that I consider unfit for the final game. In order to keep track of everything I need to do, I have decided to create a Trello board that you can find here.
    Miscellanous
    Getting native builds ready for Windows, Mac and Linux Changing resolution from a 4:3 aspect ratio to 16:9 Sound updates, additions, tweaks Integrating Steamworks SDK Weapon refactor so that glitches can integrate those more easily Tweaked weapon tutorials Up Next
    Getting a demo ready to release on Steam Getting testers feedback Making a final level/boss Adding achievements Adding a speedrun mode ... and many tweaks here and there! See you all for the next update!
  7. Like
    remvst got a reaction from end3r in [WIP] Glitchbuster - Looking for feedback on the demo   
    Thanks man, I definitely wouldn't have pushed a game like that if it wasn't for js13k Now let's see if I can "compete" with the big players on Greenlight.
    For those interested, I also still working on the game itself. I am still trying to make it look fun, add relevant gameplay elements, and balance the whole thing, so feedback (postive AND negative) is always welcome
  8. Like
    remvst got a reaction from end3r in [WIP] Glitchbuster - Looking for feedback on the demo   
    Hello everyone,
    Some of you may remember the results of js13k 2016, in which Glitchbuster made first in the mobile category, and second overall.
    Ever since I started working on that game, I knew I wanted to make something bigger, not bound by the 13kb limit.
    Well, after several months of work on v2 of the game, I just published the game on Steam Greenlight, and I'm hoping that I can release it on the Steam platform in the coming months.
    Steam Greenlight is basically a community system where players can vote for the games they want to see in the store. Games that are popular enough get the right to get published on Steam and are accessible to millions of players.

    The game is quite different from the original js13 entry, so here is the pitch:
    And here is a nice trailer I put together:
     
    If you think the game is worth putting on Steam, please take a minute and upvote it using your Steam account on its dedicated page: http://steamcommunity.com/sharedfiles/filedetails/?id=927798008
    Glitchbuster is the result of months of work, and getting to publish it on Steam would mean a lot to me. I appreciate any kind of support, and I would really love it if you could help me get it to the Steam store.
  9. Like
    remvst got a reaction from webGLmmk in Collection of useful tools and resources for game development   
    Royalty free music: http://nosoapradio.us/
  10. Like
    remvst got a reaction from labrat.mobi in [js13k] Glitch Buster   
    Hello there,
    It's been a while I haven't posted anything here, mostly because I don't have that much time for game dev anymore, but here is my entry for js13k 2016: Glitch Buster.

    The game's goal is to dive into a code base, and fix all 13 glitches within the time limit. You'll need to avoid the scary and sometimes unpredictable pointers.
    You can also use breakpoints that you will find in the levels as grenades.
    All levels (except the tutorial) are randomly generated, in a very similar way to Spelunky.
    The game is not 100% done yet, I intend to spend a tiny bit more time on optimizing, balancing, testing across devices...
    In terms of features, I only have 178 bytes left to play with and I'm out of compression tricks, so I probably won't be able to add anything too crazy anymore (I'm already surprised I was able to fit sound in there).
    You can play it at http://glitch.tap2play.io/
    Let me know what you guys think
  11. Like
    remvst got a reaction from SkyzohKey in [js13k] Glitch Buster   
    Hello there,
    It's been a while I haven't posted anything here, mostly because I don't have that much time for game dev anymore, but here is my entry for js13k 2016: Glitch Buster.

    The game's goal is to dive into a code base, and fix all 13 glitches within the time limit. You'll need to avoid the scary and sometimes unpredictable pointers.
    You can also use breakpoints that you will find in the levels as grenades.
    All levels (except the tutorial) are randomly generated, in a very similar way to Spelunky.
    The game is not 100% done yet, I intend to spend a tiny bit more time on optimizing, balancing, testing across devices...
    In terms of features, I only have 178 bytes left to play with and I'm out of compression tricks, so I probably won't be able to add anything too crazy anymore (I'm already surprised I was able to fit sound in there).
    You can play it at http://glitch.tap2play.io/
    Let me know what you guys think
  12. Like
    remvst got a reaction from Cyborg_Ean in [js13k] Glitch Buster   
    Hello there,
    It's been a while I haven't posted anything here, mostly because I don't have that much time for game dev anymore, but here is my entry for js13k 2016: Glitch Buster.

    The game's goal is to dive into a code base, and fix all 13 glitches within the time limit. You'll need to avoid the scary and sometimes unpredictable pointers.
    You can also use breakpoints that you will find in the levels as grenades.
    All levels (except the tutorial) are randomly generated, in a very similar way to Spelunky.
    The game is not 100% done yet, I intend to spend a tiny bit more time on optimizing, balancing, testing across devices...
    In terms of features, I only have 178 bytes left to play with and I'm out of compression tricks, so I probably won't be able to add anything too crazy anymore (I'm already surprised I was able to fit sound in there).
    You can play it at http://glitch.tap2play.io/
    Let me know what you guys think
  13. Like
    remvst got a reaction from samme in [js13k] Glitch Buster   
    Hello there,
    It's been a while I haven't posted anything here, mostly because I don't have that much time for game dev anymore, but here is my entry for js13k 2016: Glitch Buster.

    The game's goal is to dive into a code base, and fix all 13 glitches within the time limit. You'll need to avoid the scary and sometimes unpredictable pointers.
    You can also use breakpoints that you will find in the levels as grenades.
    All levels (except the tutorial) are randomly generated, in a very similar way to Spelunky.
    The game is not 100% done yet, I intend to spend a tiny bit more time on optimizing, balancing, testing across devices...
    In terms of features, I only have 178 bytes left to play with and I'm out of compression tricks, so I probably won't be able to add anything too crazy anymore (I'm already surprised I was able to fit sound in there).
    You can play it at http://glitch.tap2play.io/
    Let me know what you guys think
  14. Like
    remvst got a reaction from lightest in [js13k] Glitch Buster   
    Hello there,
    It's been a while I haven't posted anything here, mostly because I don't have that much time for game dev anymore, but here is my entry for js13k 2016: Glitch Buster.

    The game's goal is to dive into a code base, and fix all 13 glitches within the time limit. You'll need to avoid the scary and sometimes unpredictable pointers.
    You can also use breakpoints that you will find in the levels as grenades.
    All levels (except the tutorial) are randomly generated, in a very similar way to Spelunky.
    The game is not 100% done yet, I intend to spend a tiny bit more time on optimizing, balancing, testing across devices...
    In terms of features, I only have 178 bytes left to play with and I'm out of compression tricks, so I probably won't be able to add anything too crazy anymore (I'm already surprised I was able to fit sound in there).
    You can play it at http://glitch.tap2play.io/
    Let me know what you guys think
  15. Like
    remvst got a reaction from end3r in js13kGames 2016   
    Definitely looking forward to this edition, it will give me an excuse to make a game, and it's always so much fun to work with these constraints. Definitely recommend participating for those who haven't yet
  16. Like
    remvst got a reaction from Horizonicblue in [js13k] It's Raining... Boxes?!   
    So, here is my entry for this year's JS13K: It's Raining... boxes?!
     


    The goal of the game is to survive as long as possible on the platform without falling in the water. In order to do that, you have to avoid the falling boxes, but also move them so you can jump on them and avoid the water.
     
    There are also random events, like storms, floods, and some others that I'll let you discover by yourselves
     
    You can try the game at http://boxes.tap2play.io/
     
    I'm looking to gather some feedback in case something really needs to be changed, but it's pretty much ready for submission, and I only have about 20 bytes left. I'll probably submit it tomorrow.

    EDIT: The game has now been submitted. If you wish to support my entry, feel free to head to http://js13kgames.com/entries/its-raining-boxes and tweet about it!
  17. Like
    remvst got a reaction from benny! in [js13k] It's Raining... Boxes?!   
    So, here is my entry for this year's JS13K: It's Raining... boxes?!
     


    The goal of the game is to survive as long as possible on the platform without falling in the water. In order to do that, you have to avoid the falling boxes, but also move them so you can jump on them and avoid the water.
     
    There are also random events, like storms, floods, and some others that I'll let you discover by yourselves
     
    You can try the game at http://boxes.tap2play.io/
     
    I'm looking to gather some feedback in case something really needs to be changed, but it's pretty much ready for submission, and I only have about 20 bytes left. I'll probably submit it tomorrow.

    EDIT: The game has now been submitted. If you wish to support my entry, feel free to head to http://js13kgames.com/entries/its-raining-boxes and tweet about it!
  18. Like
    remvst got a reaction from austin in [js13k] It's Raining... Boxes?!   
    So, here is my entry for this year's JS13K: It's Raining... boxes?!
     


    The goal of the game is to survive as long as possible on the platform without falling in the water. In order to do that, you have to avoid the falling boxes, but also move them so you can jump on them and avoid the water.
     
    There are also random events, like storms, floods, and some others that I'll let you discover by yourselves
     
    You can try the game at http://boxes.tap2play.io/
     
    I'm looking to gather some feedback in case something really needs to be changed, but it's pretty much ready for submission, and I only have about 20 bytes left. I'll probably submit it tomorrow.

    EDIT: The game has now been submitted. If you wish to support my entry, feel free to head to http://js13kgames.com/entries/its-raining-boxes and tweet about it!
  19. Like
    remvst got a reaction from lekzd in [js13k] It's Raining... Boxes?!   
    So, here is my entry for this year's JS13K: It's Raining... boxes?!
     


    The goal of the game is to survive as long as possible on the platform without falling in the water. In order to do that, you have to avoid the falling boxes, but also move them so you can jump on them and avoid the water.
     
    There are also random events, like storms, floods, and some others that I'll let you discover by yourselves
     
    You can try the game at http://boxes.tap2play.io/
     
    I'm looking to gather some feedback in case something really needs to be changed, but it's pretty much ready for submission, and I only have about 20 bytes left. I'll probably submit it tomorrow.

    EDIT: The game has now been submitted. If you wish to support my entry, feel free to head to http://js13kgames.com/entries/its-raining-boxes and tweet about it!
  20. Like
    remvst got a reaction from AhmedElyamani in [js13k] It's Raining... Boxes?!   
    So, here is my entry for this year's JS13K: It's Raining... boxes?!
     


    The goal of the game is to survive as long as possible on the platform without falling in the water. In order to do that, you have to avoid the falling boxes, but also move them so you can jump on them and avoid the water.
     
    There are also random events, like storms, floods, and some others that I'll let you discover by yourselves
     
    You can try the game at http://boxes.tap2play.io/
     
    I'm looking to gather some feedback in case something really needs to be changed, but it's pretty much ready for submission, and I only have about 20 bytes left. I'll probably submit it tomorrow.

    EDIT: The game has now been submitted. If you wish to support my entry, feel free to head to http://js13kgames.com/entries/its-raining-boxes and tweet about it!
  21. Like
    remvst got a reaction from james2302smith in Is it really so easy to make money on HTML5 games?   
    Okay, so these games can't be compared to native ones. In terms of what? Graphics? Performance? Gameplay? Originality? Polishing?
     
    I'm just wondering, because I myself play some HTML5 games, and though the quality is not as good as native ones, are way more fun to play than many native games.
     
    And if you don't believe that there are actually people enjoying these games, maybe I could give you some numbers from my personal distribution, which I find very decent.
     
    The HTML5 games I make are the ones I enjoy playing, nothing less, nothing more.
     
    Oh and btw, I also think many of the games showed on the first page of MarketJS are not that good. I do enjoy several of them, but maybe you looking at the wrong place. Some developers here can do way better.
     
    EDIT: Oh and I forgot, I don't like this new trend of people thinking only about making money. I make games for fun, and I hope to keep it this way.
  22. Like
    remvst got a reaction from druphoria in What are your plans for 2015?   
    I wouldn't talk about a market, but there are actually people interested in the games themselves, not just in the boring business
  23. Like
    remvst got a reaction from marcgfx in [WIP] Cyberlympics Racing   
    I got really confused with the screen where you select the car, I really wasn't sure what I was doing. Maybe that's just me. I think the UI needs to be reworked in general (made prettier + easier to understand).
     
    Regarding the gameplay, the sound was really bad on Firefox. The game itself is pretty cool, I can only imagine how much work has been put in it. Only thing I'd suggest is to add more effects (smoke, tire prints...), and enable drifting (it didn't seem to be possible).
    Performance seemed good to me.
     
    Keep up the awesome work
  24. Like
    remvst reacted to marcgfx in [WIP] WarSim - roguelike + action - benchmarks + multiplayer tests needed :)   
    I like it overall. not too much of a fan of the lock-on mechanic. it seems hard to control/random but maybe I just did not understand how the target selection works. i got a little bored by level 8 and let myself get killed, to see what happens. It would be nice to not have to start from level 1 again  
    it would also be nice not to have to use the mouse for the menu
  25. Like
    remvst reacted to Hardtail in [WIP] WarSim - roguelike + action - benchmarks + multiplayer tests needed :)   
    Bravo. Well done! 
     
    This game is fucking baddass!
     
    Love everything about it. Extremely fun to play. Sign me up for the multiplayer testing. 
     
    I think as you progress, double the amount of AI spawns. It would be much more enjoyable and intense imo. Make it harder. The weapon choices are great. A lot of variety.
     
    - Perhaps implement a knife? 
    - Run feature?