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    Try bold text if it is an issue.
  2. Other massively multiplayer games like agario
  3. Best io game sites

    You can try,, and Did you link back to How long did it take for them to add your game?
  4. Bitmap fonts and anti-aliasing

    I've noticed some strange behavior with bitmap fonts. For example the Press Start 2P font is originally a 8px font if I am not mistaken. Yet in the examples provided the font is 32px. This is fine when just using ascii or even Latin1 + Cyrillic from Google fonts. But when I include 12px Japanese glyphs it makes sense to scale everything down to 12px. After combining the two in fontforge I generate the image with bmfont. Yet at 12px the anti-aliasing in melon.js destroys the void spaces in letters like 'e' or 'a'. When I examine the generated image, I can see that there is an adequate void and that bmfont has produced an acceptable image. My conclusion is that melon.js has anti-aliased the font before scaling the image up. For me this seems like a bug. If anti-aliasing is applied globally by default, perhaps it should be applied after the sprites are scaled? Otherwise, I have a somewhat acceptable result with an internationalized 24px bitmap font taking up an entire 2048x2048 texture. Something about it seems wrong, and I doubt that native Japanese users will find the result satisfactory. It has been hard to maintain readability and the retro look.
  5. Wild Wild West Bandits

    instant classic
  6. wip: PLAYERKILLERS.EXCHANGE Check again, I changed it this morning after your reply.

    The audio issues should be fixed now. For some reason I had not updated after converting the files. Thanks again. Not sure if I would be happier with an 8bit sound scheme. I should also add a disable audio button to the HUD. For the UI, I used a mix of GUI_Objects, Renderables, and a bitmap font. It would still need more work for game pad support. Touch targets seem difficult on some devices.

    I added entity composition, a basic inventory system, armor values, different attack properties for weapons, health potions, and health bars. The NPCs are now less powerful and spawn differently based upon how many NPCs the player has killed. Next I want to add some non-humanoid enemies and work on map generation. The portals I have been using need to be changed. Staircases should give the user a better indication as to when he is moving deeper into the caverns or surfacing. Other (north, east, south, west) portals should just be corridors. I may attempt some urban areas.

    I did use nipple.js! There are some issues with the nipple not disappearing in some corner cases. I heard something about keyboard input issues with safari in fullscreen. Hopefully multitouch input will be enough for those cases. A message about the distance to the nearest player should appear when you stop in front of a portal. Players are currently spawned in a random map if no players are online and in the map with the least players if someone is online. If you manage to run away, you should be able to leave your attacker surrounded by the NPCs pursuing you. Once alone, the player will heal 5hp for every 3 seconds of idle time. So there is a little room for strategy. Right now these player distance messages are displayed on the HUD and removed by a callback. Not the best design. I am thinking that portals and portal messages should be made into game objects. The client should detect the collision and then ask the server for validation. Next, I want to add multilayer sprite composition. A long time ago I had it working by replacing the renderable with a container of sprites. One of the updates broke this. Not sure about how this is handled currently. Some of the weapon animations from the lpc-universal sprite sheet are over sized as well. These will be the next issues. Also, the players deserve health bars above their heads. I've seen examples of this, so it should be easy to implement. Work continues, the project is no where near complete. Going further off topic, I notice that some of the more popular games which have been picked up by hacker news and reddit still have relatively poor alexa rankings and 'time on site' How are people pushing their content & monetizing? I've some incentive ads which will pop once the player bases increases, but this kind of performance remains to be seen. You guys are the pro developers and naturally I am wondering about the $$$... I am still looking for the right approach for the gaming niche. Again thanks for the feedback and thanks for melon.js!

    I've added NPCs, touch controls, and fixed the safari issues (ogg was not supported by safari). Description: The is a free to play multiplayer deathmatch game. Players can obtain virtual currency by killing other players and NPCs. The game world contains over 200 different interconnected areas.

    Thanks for the feedback. I think it is probably better to fix some of these issues before I post it too extensively. All kinds of feedback is helpful for me. Thanks again. TODO: mobile controls description player instructions fix Safari issues multivariate testing for content enhanced hud bots gameplay
  12. Run without rendering (for online game)

    The server's logic will differ from the client's. There's no escaping developing them separately. Just think about what you want for your server side game loop and go from there.

    Here's a multiplayer pk/deathmatch game I've had on the back burner for awhile. There is still more that needs to be done. The project will probably continue to evolve. Thanks for checking it out. PLAYERKILLERS.EXCHANGE