ServerCharlie

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    ServerCharlie

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  1. Any updates on this, OP? Did you went w/ Kongregate?
  2. Do you use pure javascript and css? - yup. but mostly js. How do you handle window content scaling across diferent browsers and screen resolutions? Is it with "%" values on css? - varies, to the point that sometimes you use css, and sometimes you use js (ie: on window resize, on browser games.) And what about complex interactive website animations? Is it css solely? - javascript, not css. Maybe try to build a great understand of roles of js & css in browsers, that's a good start since libraries like phaser or pixi - or whatever - are javascript libraries. css use in modern html5game dev is pretty rare actually.
  3. Added: - Proper PIXI window resizing, w/ jQuery. - @ https://github.com/servercharlie/awesome-html5gamedev#useful-gists - @ https://gist.github.com/servercharlie/efa6eea2493fdd35d3192ec3066819c5
  4. Don't know why it moves crazy, but anyways shouldn't you be using the interaction manager? INTERACTION MANAGER: var interactionManager = new PIXI.interaction.InteractionManager( PIXI_APP.renderer, { autoPreventDefault: true } ); interactionManager.defaultCursorStyle = "none"; on load of pixi loader: // the cursor sprite var CursorSprite = new PIXI.Sprite( PIXI.utils.TextureCache[CrosshairTypes.typeOne.texture] ); CursorSprite.anchor.set(0.5, 0.5); CursorSprite.scale.set(0.4, 0.4); stage.addChild(CursorSprite); PIXI_APP.ticker.add(function(delta){ CursorSprite.position.set( interactionManager.pointer.global.x, interactionManager.pointer.global.y ); });
  5. Set the sprite's anchor to 0.5. sprite.anchor.set(0.5, 0.5); Note that this just centers it, useful if using a crosshair. If you're using a pointer-style sprite however, just adjust those two (x & y) values. Values 0 to 1.
  6. Whichever you use, optimise your JSON's, keep the real-time things in memory, and the sensitive ones (including checkpoints) in the database
  7. There are just far too many "dumb" implementations out there, hence we wrote this one where you work directly with Socket.IO's API: Usefulness: - Displaying the latency. - Dropping the player when latency is too high. - Using the latency as an Interpolation factor, especially in multiplayer sprite movements. Check the server.js & client.js gist @ https://gist.github.com/servercharlie/f3c85dbbfa8308e83257dc2ee31cd7cc
  8. Added: - Proper Socket.IO Latency Checking - @ https://github.com/servercharlie/awesome-html5gamedev#useful-gists - @ https://gist.github.com/servercharlie/f3c85dbbfa8308e83257dc2ee31cd7cc
  9. It just got merged, awesome.
  10. F*cking lol, just change the state first before you send attacks. On the bird's eyeview of three fast clicks, whichever of the 3 clicks arrives first will prevent the other 2 clicks from executing attacks.
  11. Basically your server code will be different from your client-side code, as it will be running on NodeJS. You'll host it on a server (small vps's like linode / namecheap is ok, though you can also use azure / google cloud / amazon for overkill), you will have to open ports, then upload your server script then run it. You gotta figure out the connection & gameplay flow, indexing of all player's sockets, masking of millisecond delays / lags w/ interpolations, etc etc. You might also want to check out my sig, I've covered a bit about the networking part of multiplayer HTML5. I'm also currently making a multiplayer one so if you need assistance just hit me up
  12. Added: - Links to CMDER & Hyper terminals, for windows/mac/linux.
  13. Isn't the antialias supposed to be set: false, instead of disabled? :/
  14. Very awesome! It can also be used as a shockwave effect, just increase its speed!
  15. Added: - Links to video game genres. - Links to KeypressJS