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Found 226 results

  1. I've been working on this game for a while, and I'm finally doing a "technical release" of it. Since it's still in alpha, you may loose your progress on the next update. It's a retro multiplayer racing game, inspired by Rock'n Roll Racing. I'm using colyseus in the back-end, and pixi.js in the front-end. Play it now: You'll be redirected automatically to a server on EU or US. Controls: Arrow keys for movement 1 - Missile 2 - Drop mine 3 - Turbo / Nitro Hope you enjoy playing, any feedback is very welcome! Cheers! Screenshots below:
  2. Hello, I am the creator of MoBubby. MoBubby is a new, free, multiplayer service. I created MoBubby so that indie developers and hobbyists can create online, multiplayer games. All for free, and without needing their own server. Adding multiplayer to a game using MoBubby takes mere minutes. Here's a simple tutorial on how to create a multiplayer, plane game using and MoBubby. To begin this tutorial, let's link to the and MoBubby files <link rel="stylesheet" href=""> <script src=""></script> <script src=""></script> Next, we'll create a simple button. When clicked, the user will be prompted to loggin to MoBubby <button id = "buttonLogin">Login</button> Naturally, we'll need a holder for the canvas <div id = 'phaser-div'></div> Now we can get into some Javascript. Let's create some global variables. var game = undefined; var player = undefined; var others = {}; var loaded = false; The game variable holds our engine. The player variable will hold the current player's plane. The others variable will hold the planes for all other players. Lastly, the loaded variable will hold true once the game is loaded. Next, we'll create our preload procedure. function preload() { game.load.image('background', 'images/background.png'); game.load.image('plane-blue', 'images/plane-blue.png'); game.load.image('plane-red', 'images/plane-red.png'); this.scale.scaleMode = Phaser.ScaleManager.RESIZE; this.scale.pageAlignVertically = true; } This is a standard procedure. It simply loads our graphical assets and sets-up some scaling options. Now we can code our create procedure. function create() { game.physics.startSystem(Phaser.Physics.ARCADE); tileSprite = game.add.tileSprite(0, 0, 1600, 1200, 'background'); player = game.add.sprite(128, 128, 'plane-red'); player.anchor.setTo(0.5, 0.5); // Enable Arcade Physics for the sprite game.physics.enable(player, Phaser.Physics.ARCADE); // Tell it we don't want physics to manage the rotation player.body.allowRotation = false; window.setInterval(function(){ moBubbySend({ "name": moBubbyUserName(), "action": "move", "x": player.x, "y": player.y, "angle": player.angle }); }, 100); loaded = true; } This procedure creates our background, player, and a timer that relays the current player's coordinates to all other players. This data is sent via JSON. Note the action field. Its value is set to "move". As you'll see in a bit, if the user is ever disconnected, we'll send a value of "exit". Now we'll create our update procedure. function update() { player.rotation = game.physics.arcade.moveToPointer(player, 60, game.input.activePointer, 500); } This procedure simply moves the plane toward the mouse (or finger on mobile devices). Simply because requires one, we'll create an empty render procedure. function render() { } The final segment of our code will handle the multiplayer. This includes calling moBubbyConnect and passing it 4 arguments: the maximum number of players the procedure to be executed once the current player is connected the procedure to be executed whenever the current player is disconnected the procedure to be executed whenever the current player receives data window.onload = function(){ document.getElementById("buttonLogin").onclick = function(){ moBubbyConnect( 5 ,function(event){ document.getElementById("buttonLogin").style.display = "none"; game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-div', { preload: preload, create: create, update: update, render: render }); } ,function(event){ moBubbySend({ "name": moBubbyUserName(), "action": "exit" }); } ,function(event){ var data = JSON.parse(; if(loaded == false) return; if(data.action == "move"){ if (!others.hasOwnProperty( others[] = game.add.sprite(128, 128, 'plane-blue'); others[].x = data.x; others[].y = data.y; others[].angle = data.angle; }else if(data.action == "exit"){ if (others.hasOwnProperty({ others[].destroy(); delete others[]; } } } ); }; }; As the first argument sent indicates, this demo allows up to 5 players. The next argument is the procedure that is executed once the current player connects. During which procedure we create our game using the previously coded preload, create, update, and render procedures. The third argument is the procedure that is executed once the current player is disconnected. In our case, a simple "exited", JSON message is sent to the other players. The fourth and final argument is the procedure executed whenever the current player receives data. In this procedure we do one of two things: in the instance the action value is "move", we update the specified player's plane in the instance the action value is "exit", we remove the specified player's plane Just like that, we have a simple, multiplayer demo. You can download a copy of this demo here. Please let me know (via this thread) if you have any questions, or encounter any issues.
  3. How to make a phaser game with a lobby

    I want to design a multiplayer phaser game that has a lobby, you can review your information or talk with friends via chat while you are waiting until you are matched with another player (is a fight game, pokemon style). -How do I get this? should I develop everything like a normal project and then start the game when you find a match? -Should I start the game instance since the beginning, and the lobby would be a state, the fight another state and then back to the lobby? I'm very new to this but I'm excited to start developing, I'll appreciate any guidance, thanks
  4. Alpha is a multiplayer online HTML5 game. You must navigate a popsicle stick around the map to collect splinters, which will add more sticks to your player. You can kill other players by hitting the center of their stick with the tip of your own. This is the alpha release, so I know there are still a lot of issues. The purpose of posting this here is to ask you all for help finding some of the issues. Please let me know of any thoughts you have. The game was created with Javascript and NodeJS; I didn't use any game frameworks. You can view your score on the leaderboards at Play here: Gameplay video:
  5. Hi Guys! I haven't been active here for quite some time and haven't done anything with Babylon.JS for quite a long time. But after checking out the changelogs, I saw that we can now run Babylon.js Server Side, how awesome is that! So I had to squeeze in some time and implement a proof of concept multiplayer simulation with Client and Server side physics engine. It's quite basic. The Client can control a ball by spinning it forward or backward (with W and S). By changing the camera angle (with A and D) you can change the direction of the impulse. With Space you can jump around. To check out how it behaves with multiple players you can either ask someone to also visit the site at the same time or just open a new tab in your browser. Technical it is rather simple. Server and Client communicate via Websockets. The client applies impulses to it's ball, these parameters for these impulses are sent to the server. The server applies these also and keeps the state for the whole world up to date. Each render loop the server sends the current state to all the clients (ideally 60 Hz). The clients then correct the position, direction and velocity of all objects including their own ball if needed. I haven't tried it out with higher delays, but I would suspect the result will be quite "jumpy". Interpolation for correction and prediction of movement is not (yet) implemented. Added Server Update Rate and Ping to see lags and delay in perspective to these metrics. Here is the code: Here is the Demo: Here is a great article about Server-Client Game Networking techniques: which was somewhat the motivation to implement this proof of concept.
  6. Hello there, For the record: I am posting this in BabylonJS since this is the best HTML5 3D game engine for the web and I'm questioning some of its physics engines and their use on the server. I was wondering what the state is regarding (JavaScript) 3D physics engines and the possibility of running the physics on the server (to make the server authoritative). The current state of physics engines seems to lack either performance or functionality. I have tried running CannonJS using NodeJS, and while it was OK for 4-5 clients, it became quite poor afterwards (even though I used simple and few geometry). Oimo.js doesn't have any collision callbacks as far as I've read, and Energy.js's release seems to be quite far away. Another question: it seems that the popular webgames you see on the web are being ''hijacked''. By that I mean that the client code is stolen and are being run on a different server where they make profit. This for instance happened with To counter this, you should preferably run a few things on the client and the majority of the other stuff on the server. However, if a game has physics, I imagine this wouldn't work out so well since it may stutter or feel unresponsive. Does anyone have knowledge of this or can share his/her experience?

    Multiplayer online hexagonal minesweeper. Fight against other players, claim your area and steal theirs in a massive world. Reach the top of the leaderboard by having big score. Claim as much of the world as you can for yourself in this puzzle iogame. Play the game here: Developed entirely in Haxe, using pixi.js for rendering, nodeJS with uws for server. Feel free to ask me anything
  8. I am working on a multiplayer real-time strategy game. This game focuses on the core of real-time strategy, forgoing resource gathering, base building and unit types. The game client was originally implemented as windows application and is now being ported to HTML5 and JavaScript. You can play the HTML5 version on The current version contains an interactive tutorial and an option to play with bots. Note that the camera controls are not yet explained in the tutorial. Here is how to control the camera: Camera panning: Hold down right mouse button and drag to move the camera Camera Zoom: Use the mouse wheel to zoom.
  9. Indie HTML5 Studio for Hire

    Our Upstate New York studio is open to contracts for small to large HTML5 games. We work in small modular teams to keep costs down and maintain our indie creativity and feel. We work primarily in Haxe for desktop and mobile browser games, but also do a lot of Apps (often HTML5 via Cordova). We have experience with CocoonJS, Unity, Springroll, and more. We have several developers, artists, as well as audio and QA-testing capabilities. We will also be looking to hire as we grow. Feel free to send over your resumes/portfolios.
  10. Monetizing a web game

    I made a multiplayer HTML5 game for web browsers but i have no idea how to monetize it. I don't have a google adsense account and I don't think they'd accept my game with low (20-30) amount of players, i can't afford server prices without ads. Any suggestions are welcome. (except sites that show popup ads or only has paypal as payment method)
  11. Sparkchess

    Hi, I ported my game from Flash/AIR to HTML5. It's SparkChess, a chess game with single-player and multiplayer capabilities. The game is written in Typescript. I chose it because it was more similar to Actionscript and because I wanted to keep my sanity (for large projects Javascript is a pain). The AI engine is written by me, it's fast and strong enough for most players. It uses web workers. The multiplayer part uses websockets, with Union Platform (wonderful Java multiplayer server with Javascript client, too bad it doesn't seem to be actively developed). There's a free version online and we also have a Premium version with extra features, such as the rotatable 3D board that uses Three.js. I also created desktop versions for Win & Mac using Electron (previously NWjs but Electron seems to have more & better tools) and also for mobile using Cordova.
  12. Super Asteroid Battle

    Join the Super Asteroid Battle! Bring your friends to fight the asteroids, collect ore, upgrade your spaceship, and shoot for the high score in this now multiplayer version of the classic Asteroids game. Built as a collaboration between Elisabeth Seite and Jackson Sui. We used the framework and for multiplayer. We think the game turned out very well and hope you enjoy it! Try playing it here! Github Link
  13. Hello All! We just launched open beta version of our multiplayer dice game Phone Dice and would love to share this with the community. This is an adaptation of the street version of the dice game "Craps", more commonly known as "Street Craps" or "Street Dice". Users can play both in solo and multiplayer modes, using in game money that can be won in bonus rolls, solo play rolls or against other people live. In case one ends up without any in game cash, there is the opportunity to buy from the in app store. The game rules are based on street dice which are as follows : Solo Play: 1) Bet money 2) 1sth throw: with 7 or 11 you win the money, with 2,3 or 12 you lose the money, the rest (4,5,6,7,8,10) become the point. 3) After the first throw, the roller keeps shooting until either the point or a 7 is rolled. The point is the winning roll, and 7 is the losing number (since 7 is the number that can be rolled with the most available combinations). Online Play: 1) Rules are same like solo play with the difference that both players shoot dice in the beginning with the highest scorer becoming the roller. The game was built using HTML, CSS and JS all the way. Phone Dice Google Play Link Note: We decided for this week to only distribute on android. We will be up in the App Store soon. Thank you!
  14. [WIP] Collectable Card Game

    Title: Still thinking of a name (feel free to suggest one). Demo Link: Description: A collectable card game similar to games like Eternal, MTG or Hex but with a new resource system and some fresh mechanics. The goal is to build a fast paced, but strategic game, without unfun mechanics like mana screw. Technologies: The game is written in Typescript and the frontend uses Angular. The backend uses websockets for multiplayer and runs on node (also written in TS). Features Includes both PvP multiplayer and an A.I for singleplayer. Four starter decks with differents strategies. A deck editor to build your own decks using the ~100 cards currently implemented (more to come). Resource system which allows arbitrary faction pairings, but doesn't rely on luck to draw the right resources. Credits Art is from Music is from
  15. [Pixi] - an original real-time multiplayer game with funny flying creatures (birds, cats, pigs, bees, mix...) Play now Made with Pixi.js, Node.js Also available on Android. Thanks for testing! __ is a multiplayer game where you control a piaf. By moving, dashing around and eating small food pellets, you can grow larger and larger until you are the biggest piaf on the server! Features and How to play1. Attack or defend yourself by using your Balls and Rings - each Dash temporarily makes you untouchable, deactivate one Ball and creates a killable Ring! 2. Grab and eat up to 3 piafs smaller than you. You slowly absorb the mass of the eaten piafs but they can dash out of your body after a few seconds.3. Customize your skin to your taste, then show yourself to the world

    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
  17. Hello guys, So I am something like 3 weeks after the beginning of my game. It has been quite some fun and I believe I have made some good progress. Now since I got most of the mechanics going, AI, Battle system, Player control, HUD, terrains, npc's and characters , I started adding the server. The game is a multiplayer online RPG. My first try was to add Babylon.js to Node and I thought that would make it run, it didn't. Babylon.js seems to be requesting for a window object ( and thats fair to be honest ). Searching the forum I didn't see any solution so I thought to develop the server using electron. Also since electron can be run as headless that really is a viable option for now. I am not really convinced though so I thought to ask here about other ideas. Just to clarify, I need Babylon.js in the server side code because the server is authorative. I am not using any physics, just the navmash library of Babylon which need to be both sides in order for prediction to work. Client side and server side simulations need to be mostly identical to avoid as much server reconciliation as I can. So I would love to hear your thoughts about it. Thank you and best regards, RelativeNull/
  18. is a fast paced, 2D multiplayer shooter inspired by games like Soldat, Unreal Tournament and N-game. Currently implemented game modes include Capture the Flag and Deathmatch. It uses the Box2D physics engine to enable convincing rigid body simulation. Players can make various moves including backflips, rolls, proning, running, flying and crouching. The game is still under active development and I'm willing to devote a great deal of time to finishing this project. I've made a test server available and you can join it by following these steps: - Go to - Play as Guest - Enter a username - Join CTF or Deathmatch. - Select primary and/or secondary weapon Press H to display table of controls. Decrease the size of the browser window in case it runs slow. I've noticed that some laptops and older systems have trouble maintaining adequate fps. It is currently not possible to register a username, but I've been making progress on an account and highscore system. The game server is currently located in Europe. I plan on running additional servers on other continents and for the site to serve as a gateway to the nearest game server when players join in order to minimize latency. Any thoughts, feedback or suggestions would be much appreciated! Thanks. Edit - 15-12-2017: New version! Sound effects have finally been added, weapons & items have been updated & tweaked, libraries have been updated and many improvements have been made along with numerous bugfixes. I'm currently finishing the implementation of the account system and I'm working on several new maps. More updates will follow soon!

    Hi guys, We've launched our second game, Gameplay: It is a multiplayer space dogfight game. You start as a small fighter. You have to hunt down other players and collect plasma to grow bigger and become more powerful. Your main weapon is laser, and secondary weapon is the more powerful missile. There are also destroyable asteroids, which give powerups, such as invisibility and death ray. Damaged ships can escape in wormholes wich teleports them away. Technical details: We wrote our own engine. Display uses 2d canvas, almost everything is generated procedurally. Game uses a particle system for propulsion and explosion effects. We implemented an infinite map and fun physics. Project has been done in 1 month.
  20. This is a continuation of Phaser multiplayer game tutorial with Node.js server and This is part 3 and we're implementing some simple game mechanics with authoritative server. Part 3:
  21. This is a continuation of Multiplayer game tutorial series. On this part 2 tutorial, we make authoritative server for security purposes. We're using physics in the server (p2 physics) Tutorial here: If there's any question, please feel free to ask questions on my site.
  22. I wrote my very first blog post. It's a tutorial on how to create a multiplayer game with phaser in the client, and Node.js in the server: The server uses and Express.js. Part 1: It's for complete beginners who aren't familiar with Node.js and Phaser. I hope someone finds it useful if it's their first time working with Phaser and Node.js !!
  23. Shell Shockers My first BabylonJS project is a whacky multiplayer first person shooter featuring, well, eggs, of course! It's in very early development and still fairly rough around the edges, but it's super easy to jump in quickly and play. It's just been made public, so finding people to shoot may be a little hit and miss (pun intended). Enjoy! Facebook: Twitter:

    This is a multiplayer shooter .io game. I only added the basic stuff, but I plan to add things like weapons, armor, monsters later. Server seems slow, I am using Heroku, I don't know if I should use another server host. Feel free to comment and send your opinions.
  25. Slashing.Io

    This is the first html5 and multiplayer game that I built for a personal project. The server is not near good at the moment, so I'm optimizing it, but I still wanted to showcase my idea. Please, I appreciate any comment and feedbacks to improve the game.