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Found 191 results

  1. Would it be possible to create a BabylonJS scene within the context of a NodeJS server simply to recreate the environment of a player and verify valid movement/collisions? The BabylonJS scene on the server would obviously not need to paint anything anywhere, but would simply need to calculate mesh positions/collisions/etc.
  2. Some time ago, we launched what turned out to be a really popular browser game: TANX. It's an online tank battle game and it's designed to be all about instant mayhem and fun. But we always felt as though it wasn't pushing WebGL hard enough. So we've spent the last few months revamping it. Here's the result: It's now using the PBR (physically based rendering) support in PlayCanvas. The level, tanks and power ups have all been rebuilt from scratch. So, it's the same great gameplay but with fancy new graphics. Read more about it here. And if you want to play, head to: https://tanx.io Please send us your feedback and suggestions. Want to help us out? We'd really appreciate a retweet: https://twitter.com/playcanvas/status/798871630323843072 See you on the battlefield.
  3. Hi all, I'd like to show my first game that I've developed called Matchy Matchy. I've made a couple of small demo's in the past, but never a fully finished game. I consider this game at version 1.0, but can think of many many improvements. The game is a one versus one match-3 game. You can play against other players or against the computer in a series of levels that gradually get harder. I would love some feedback! Nick (www.exciit.com)
  4. Hey guys I have just openly released an alpha version of my first pc game Squardak made with Phaser, check it out on http://squardak.xyz ! It is multiplayer, about capturing and drawing pixels and will not take more than 10 minutes off you day. Any feedback is welcome! Please leave the comments here, inside the game chat or open issues on GH https://github.com/cbrwizard/squardak/issues/new I will continue working hard on it in the following months, so expect enhancements, fixes, etc.
  5. A small simple multiplayer game https://github.com/code0wl/Multiplayer-Phaser-game There is also book that I have just published showing the steps to take to create such a game Preview: http://www.codeowl.tech:3000/
  6. My name is Ard Bonewald and I am the Head of Studio at CoolGames, an Amsterdam-based game company. We focus on AAA casual HTML5 Games. I am looking for a senior developers. We are starting a new multiplayer game project based on a famous IP and for this project I am looking for senior game developers; multiplayer experience is a plus. If you are open to having a chat, send me a PM and can tell you more about who we are and what we are doing. Let me give you a brief summary of our company. CoolGames is the front-runner in the development, distribution and monetization of HTML5 games. We create AAA casual games with our in-house developed HTML5 engine. We not only develop and distribute our own casual games from within our in-house game studio, we also license and manage games from third-party developers. We are a Facebook Instant Games launch partner and also reach a huge part of the Japanese HTML5 games market. Through our channels we reach millions of gamers each month. Some of the IPs we have worked with are Tetris, Pacman, Snoopy and Arkanoid, and we also develop games based on IPs of our own; like Jewel Academy or Bubble Academy. Our headquarters and studio are located in the center of Amsterdam, The Netherlands; and we have a satellite offices in Tokyo and San Francisco. We have an ambitious and innovative team with over 60 colleagues from all over the world. And we would like you to join us. So again... if you are an interested and experienced game developer send me a PM and let's talk.
  7. Im making a multiplayer game using phaser on client and node.js/socket.io on server and I'm currently not sure how to handle exceptions on server-side. Basically, whenever there are uncaught exceptions (perhaps due to some edgecase i didnt foresee), the server will crash, and the game state which gets stored in-memory for speed and updated every 33ms will get lost, including disconnecting all connected players (ie. 20 players will get disconnected if there's an unexpected server bug). Even if there's automatic restart, it'll be a new process with new memory and new socket connections. So my question is, how do i auto-catch these exceptions, so that I can handle them via an email notifier instead, and let the game continue on smoothly (prevent client disconnect) ?
  8. Hey! I'm working on a 3d multiplayer browser game where you and up to around 1500 (I say around because I'm still experimenting with the performance) other players explore and grow in a fantasy world. I'm still developing the game, but so far I've built in chat, some basic combat, the beginnings of a leveling system, movement, the ability to wield things, as well as a bunch of other things. I've been writing my own game engine as I go, but thankfully a lot of it is in place so these days I'm finally focusing on creating the content and trying to make something fun. Most fun aspect of development so far: So far my favorite moment has been plopping a few animals into the game and trying out combat against them. That came after months of implementing a skeletal animation system, so it was great to finally see it work in the game. Biggest Challenge so far: I've had to learn a lot of math and 3d concepts while making the engine, so those were each challenges in their own right. The biggest challenge right now though is the art. I'm completely new to making art so, to be frank, everything that I'm churning out is complete garbage! My hope is that as I make more and more of the art I'll get better and better, and then be able to double back and clean up all of the awful art that I've made thus far.. We'll see how that goes.. Advice that I'd love to get from you: - When should I focus on building a player base? Right now I'm mainly writing the core gameplay and trying to churn out 3d models / animations. How far does one need to get into a multiplayer RPG before it's good enough to have a consistent player base? I'm definitely still experimenting with building something that's truly fun, but I sure don't want to be in a position where I'm trying to improve the game forever without getting players. - Would you play a multiplayer RPG on your mobile device? All throughout development I've had a goal of maintaining 60 FPS on mobile devices, and having controls that are just as fun on mobile as they are on desktop. One thing here is that I'm not entirely sure if people would play a casual browser RPG on their mobile device, vs. just their desktops. My assumption is that they would, but I'm curious about your thoughts here? Should I continue to focus on this? Check it out: You can play the game all throughout development at on the Lighthouse Tale website. I also blog about development and 3d game programming concepts on my person site chinedufn.com, so always feel free to let me know anything that you'd like to read or learn about! www.lighthousetale.com
  9. I started developing multiplayer online platformer to get back to things that got me to programming in the first place. I have no idea how it will work out (if at all), but I decided to blog about my progress in a devlog/tutorial fashion. The first entry is about my proof of concept prototype and why it wouldn't work https://antriel.com/post/online-platformer-1/
  10. Hi, Infinitris.io - A massively multiplayer online falling block puzzle game, created using the Phaser game engine. Controls: Arrow keys and spacebar. Current Features: Instant join - only specify your nickname and you're ready to play. Multiplayer. No player limit. Dynamically sized grid with horizontal wrapping. Mistake detection. Sabotage other players by dropping on them. Phase shift into gaps directly below you (hold the down key while your block is being placed). Ingame chat [Enter]. Scoreboard. Facebook: https://www.facebook.com/infinitris Twitter: https://twitter.com/infinitris_io Blog: https://infinitrisblog.wordpress.com/ Please give it a try and let me know what you think! Pyre
  11. Hello everybody! I can create single player games with phaser and now I want to start making multiplayer games using socket.io + node.js So unfortunately I haven't found any tutorials about how to create games on phaser with phaser. I have never had projects with serverpart(so I have no experience in it) So that's all I could understand and write myself :[ SERVER PART var express = require('express'); var app = express(); var serv = require('http').Server(app); var counter = 0; app.get('/', function(req, res) { res.sendFile(__dirname + '/client/index.html'); }); app.use('/client', express.static('/client')); serv.listen(2000); console.log('server started'); var io = require('socket.io')(serv); io.sockets.on('connection', function(socket) { counter++; console.log('connection #' + counter); }); Client <script> var socket = io(); var sendInfo = function() { socket.emit('objAppear'); } </script> <button id="btn" onclick="sendInfo();">Appear</button> Of course that's the simplest thing to create using node + socket.io So now I want to create multiplayer in games I've already created. But how?!?! I can't find any tutorials. Can you please help me. Server part is too hard for me
  12. Hi all, this is the latest build of our online golf simulation. it runs on chrome and ff based on threejs/webgl game is in very early stage but you could play at least 3 different courses. https://www.ogcopen.com/golf/game/
  13. Greetings! I see quite often around these parts and in further fields, that there are constantly people who are just starting out asking how to add networked multiplayer functionality to their HTML5 games. I was one of them, and I hated the near absence of practical explanations that were written in concise, plain-English, yet still detailed, of how to get started. So, I made a simple game example/template using Socket.io and Phaser, and documented the hell out of it. Almost everything gets a few lines of comments to explain what is doing what, and I haven't assumed any prior knowledge, aside from core JavaScript and being able to set up NodeJS and how to view the game in a browser. The main focal point is using Socket.io, as the game framework can be easily interchanged to one of your preference. Hopefully this will save a few hours and headaches for people who don't have a clue what they are doing. https://github.com/Arcanorum/basic-networked-multiplayer-game
  14. I'm working on a multiplayer game but player seems like teleporting when server sends new position. How can i make movement smooth? Here's my movement algorithm: Server (running every 1000/60ms): var updated = false; var speed = 300/60; if (this.player.cursors.up){ this.y -= speed; updated = true; } if (this.player.cursors.down){ this.y += speed; updated = true; } if (this.player.cursors.left){ this.x -= speed; updated = true; } if (this.player.cursors.right){ this.x += speed; updated = true; } if (updated){ ...broadcast new x,y.... } Client: var x = ..serverX..; var y = ..serverY..; sprite.x = x; sprite.y = y; sprite.nametag.x = x; sprite.nametag.y = y - 110; I want player to move 300 pixels a second. Is it possible to make it smooth? -- sprite.nametag is a Phaser.Text object.
  15. Bomberman Multiplayer Jippii Remake made with phaser. Play Bomberworld : http://www.bomberworld.io Community: http://www.bomberworld.io/forum What is Bomberworld Multiplayer Online? The purpose of this game is to join in a room and eliminate your opponents by blowing up the brick walls and retrieving multiple items which gives you boost such as speed, larger bomb range, more bombs to trap your enemies, ... This game has core based mechanics. It's a massively online web browser game which holds eight players per room who fights each other to get on the top of the scoreboard. So we are building a community based game which will involve the players from the start with us and to develop the game in the future. Build the game with us! If there is a real interest and passion like ours to recreate the joys we all had on the old ''jippii'' website by playing this game again we will of course focus on building this game. As we go with your suggestions. Bomber world is based on MVP( Minimal Viable Product) because we want to see what people want in this game and make it the way the community wants it and not how we want it. Team effort, we do the heavy lifting you give us your needs and we will try our best to fulfill them. It's important that you all feel a part of this game from the beginning and we have a long road ahead of us. We will continue to update the game as we move forward. Hope you all enjoy and stay with us. Have fun and welcome!
  16. Hello everybody! This is a game I wrote originally for mobile devices. I recently cleaned it up and put it on the web! Check it out at http://battleships-vs.com Thanks!
  17. Does this behavior sound familiar to anyone? Working on a multiplayer client. I have a player prototype that is created when the client is told that a new player has joined the server: Player = function (id, game, player) { this.x = 300; this.y = 300; this.id = id; this.dir = "-1"; this.game = game; this.player = player; this.sprite = game.add.sprite(300, 300, 'ms',1); this.sprite.anchor.set(0.5); this.sprite.animations.add('right', [6,7,8],4,true); this.sprite.animations.add('left', [3,4,5],4,true); this.sprite.animations.add('down', [0,1,2],4,true); this.sprite.animations.add('up', [9,10,11],4,true); game.physics.enable(this.sprite, Phaser.Physics.ARCADE); this.sprite.body.setSize(72, 32,28,96); this.nametext = game.add.text(236, 364, this.player, { font: '14px Arial', fill: '#ffffff' }); this.nametext.anchor.set(0.5); }; That player creation is stored in an array... Then whenever I receive an update i pool through the array and update accordingly: // Update User Info socket.on('userupdate',function(data) { info = data.split(','); if(info[0]!=myid){ info = data.split(','); for(a=0; a<totalplayers; a++){ if(playerArray[a].player == info[0]){ playerArray[a].sprite.x = info[1]; playerArray[a].sprite.y = info[2]; playerArray[a].dir = info[3]; } } } }); I've checked that the data comes in is proper. Here is the REALLY weird thing. When im clicked on the screen the sprite does not show up at all. When i click OFF the browser and lose focus, the sprite appears and updates correctly... I`m sure I am making a dumb mistake??
  18. Hey guys. Just finished my latest Phaser game. It's an Air Hockey simulation for two players. Check it out at http://twomanhockey.com
  19. Orn.io - Run over smaller players to get bigger in this 3D browser MMO! Within the game you around as a sphere, and the objective is to eat or kill players that are smaller than you so you can grow bigger. But you need to watch out for larger players who can kill you! There are skins in the game that you get by naming yourself different names, such as "usa", "russia", "trump", and many more! Web Version: http://orn.io App Store Link: https://itunes.apple.com/app/id1234138526 Play Store Link: https://play.google.com/store/apps/details?id=io.orn.game Video: Screenie:
  20. I'm happy to present to you Phaser Quest, a top-down real-time multiplayer adventure made with Phaser and Socket.io. Explore the map, find better equipment, fight monsters and defeat the final boss, alone or with friends! It was for me a practice project, and is a reproduction of Mozilla's Browserquest. Hopefully the source code will interest you, as the project integrates of a lot of Phaser features together (such as tiled maps, text input, tweens, animations, sound, click handling, camera management, etc.), as well as pathfinding using Easystar.js. It is also an example of how a Phaser client can be made to interact with a Node.js server using Socket.io. On my website, I have written a few articles about some aspects of the game. They are mostly concerned with networking for the moment. If you'd like me to write an article explaining how I accomplished this or that in the development of this game, feel free to ask, I'm always happy to help. In addition, I'm interested in any feedback you might have, it's always valuable, especially with future multiplayer projects in mind.
  21. Phaser Tanks Multiplayer is a multiplayer version of the tanks example: https://phaser.io/examples/v2/games/tanks It does not take into account movement/aim cheats and will be changed in future sometime. The DEMO can be played here: http://vps128058.vps.ovh.ca:8081/ The Github to contribute is here: https://github.com/Langerz82/phasertanksmultiplayer
  22. Hi, I'd like to present Ensemble, an experiment in crowd design, where players, developers and artists can collaborate to collectively design a browser-based multiplayer online game. This is a very experimental project to see what can emerge from pushing the collaborative aspect of a project to the max. This project is collaborative in the sense that it is the community, and the community only, who decides how the game should evolve. Copied from the page of the game, here is a short description of the three main channels for this process: Suggesting and voting for features. Anyone can make suggestions about a feature to add to the game (with a simple embedded form, without the need to login or anything, no friction). A list of the suggested features (located below the game canvas) allows to vote for or against each of them. On a regular basis, one of the top-ranked features of the moment is selected and implemented. Making Pull Requests. Developers can choose to bypass this process, and directly implement themselves the changes they would like to see in the game. These changes can be submitted through Github pull requests. Pull requests are accepted unconditionally, provided they don’t contain anything inappropriate and work properly. Submitting art. A form is provided to enable artists to send me artwork that they would like to see added to the game, such as sprites or animations. For these as well, submissions are accepted unconditionally. For a more detailed description, as well as links to both the source code and the game itself, I refer you to the main page of the project. At the moment, the "game" consists in moving colored dots around, and dropping white blocks that serve as obstacles. This is still very basic, as only a handful of features have been suggested and implemented yet. You are free to jump in and attempt to shape the evolution of the game! In any case, this could be a valuable learning experience for those: - Interested in learning more about Phaser by experimenting and contributing to an existing project - Interested in learning how to make a multiplayer online game with Node.js and Socket.io (This is why I posted it here and not in the "games showcase" or "Phaser" sections : the game itself is only one part of a bigger experience ; and although the client is made using Phaser, the project involves other technologies of possible interest to a wider audience.) Feedback if welcome of course. Below, a screenshot of what the game looks like at the moment.
  23. ArgentumOnline.io is an open source multiplayer web game. You can check the source code here: https://github.com/horacioMartinez/argentumonline.io And play it here In game screenshot:
  24. Hi Everyone, Pie.Ai (alpha) is my new HTML5 multiplayer game. Jump straight into the action and eat as much as you can of everything (even other players) but don't stand in the JAM! With simple one touch control to jump, eat, fly, open locks, break blocks or attack the game is designed to offer seamless experience across all devices (phones, tablets, PC). This alpha version was developed in one month (originally part of another project, more details below). Note that I have currently limited the number of players to 12 for the alpha so you may get the "Tables full" message if it gets busy at time (you can always spectate to get an idea). Click here to play Here is what to expect in the next few days: Lootable Armor (or temp invulnerability). Improved bot AI. More skins Multi-language support Gold shop to unlock starter packs and skins (gold farming allowed). Game Design: Propeller vs Jetpack for flying (currently both items behave the same, I am thinking of differentiating them) Smash items mechanism (jumping on some items to trigger some effects) Game modes (have a few ideas that need to be tried out). Initially that game was to be part of another upcoming project (mini game for Idle Brainz) but somehow I got stuck with the top-down graphics and changed to adopt an isometric view. Since the style ended up so different from Idle Brainz, I decided that a separate standalone release would probably be better. Feedback are welcome.
  25. Hello guys I have a need for a real-time phaser game with back end Ruby on rails and it's web socket Action cable or any other if u can suggest. Thanks.