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Found 207 results

  1. pie.ai

    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.
  2. This is a continuation of Phaser multiplayer game tutorial with Node.js server and socket.io. This is part 3 and we're implementing some simple agar.io game mechanics with authoritative server. Part 3: http://gojasonyang.com/post/phaserMultiplayerGamePart3.html
  3. Hey guys I have just openly released an alpha version of my first pc game Picswars made with Phaser, check it out on http://picswars.io! 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/picswars.io/issues/new I will continue working hard on it in the following months, so expect enhancements, fixes, etc.
  4. 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: http://gojasonyang.com/post/phaserMultiplayerGamePart2.html If there's any question, please feel free to ask questions on my site.
  5. 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 Socket.io and Express.js. Part 1: http://gojasonyang.com/post/phaserMultiplayerGamePart1.html 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 !!
  6. Impossible Snake is a game I've been working on (see posts here and here) and it's now available on the Android playstore. Impossible Snake on Android Store: https://play.google.com/store/apps/details?id=com.bdrgames.impossiblesnake.ads Impossible Snake on kongregate - http://www.kongregate.com/games/BdRGames/impossible-snake Impossible Snake on newgrounds - http://www.newgrounds.com/portal/view/698543 It is a one-button game, meaning that you control the snake with only single taps on the screen. Every time you tap the snake will toggle between turning clockwise and counter-clockwise. Eat all apples to complete a level, the last three levels are almost impossible.. almost. There is also a VS multiplayer mode, where 2 players can compete on the same device. Player one taps on the top half and player two taps on the bottom half to control their snake. Eat the most apples to win.
  7. Shell Shockers

    http://shellshock.io 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: http://www.facebook.com/ShellShockGame Twitter: https://twitter.com/eggcombat
  8. [OWN - Closed Alpha] Testers needed!

    Hi everyone! I've been working on my own in the past months on a game, OWN. It is a competitive, multiplayer, real-time, free-to-play and browser-based game developped with Phaser of course. To quickly sum it up, it is kind of a mix between Super smash bros and League of Legends. In 1v1, 2v2 or 3v3 you face opponents in a quick deathmatch on a small map. Games are super fast (3-4 min max) so that you can easily choose how much time you want to spend playing. Here is a short video footage of the game (sorry for the poor quality, it's just raw sequences to get an idea) : Even though the game is not quite finished yet, I'd like to increase the number of testers to have more feedback and to test the architecture. So I really do hope some of you will be curious enough to give it a try. If you're interested, please PM me so I will provide you with some registration keys for you and a couple of friends. Hope you guys have a nice day!
  9. Shootz.io

    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. http://shootz.io
  10. Slashing.Io

    This is the first html5 and multiplayer game that I built for a personal project. http://www.slashing.io/ 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.
  11. Swordz.io

    An .io game built in spare time for my learning. There are not much features at the moment, only the basics, but the multiplayer server is working fine. Feel free to comment and send your opinions. http://swordz.io
  12. Blok Prty is a Tetris Attack-inspired race against the Internet to score the most points by matching blocks. Drag blocks left and right to create horizontal or vertical matches of 3 or more. As blocks are cleared, the ones above fall down to replace them. Matches of more than 3 blocks are called combos and earn bonus points. Blocks that fall down to create additional matches are called chains and earn massive bonuses. Everyone plays on a two minute timer. Race for the highest score in that time, and then find your name on the leaderboard before the next round is started. Play here: www.blokprty.com/play Known Issues: * Lots of gameplay bugs that are easily exposed if you're even a little good at Tetris Attack. Blocks can get into a broken state where they're displayed smaller than intended (or not displayed at all). The problem resolves itself when the game is reset in the next round. * The game is designed to work naturally on mobile, but there are some bugs with changing device orientation. Refreshing the page fixes the issue. But... * Refreshing the page or returning to the menu during gameplay resets your score. Doh! Would love to get your feedback. Tetris Attack was my childhood obsession so hoping others out there would enjoy an online spiritual successor.
  13. Hello, Gamers/Game Devs! I hope you all are having a wonderful day. I'd like to share with you a game I have been working on. Before 'publishing' it, I would like your feedback and any constructive ideas and suggestions you may have. Please either leave a comment or submit on the menu screen using the "Feedback/Bugs" button. Thank you to everyone who helps a fellow developer out! The URL is http://skrrt.ioAt the moment, there are no known bugs, so if you encounter un-excepted behavior please notify me and if possible, attach a screenshotPlease note: The game is multiplayer (each server can hold 50 players), however since it is still in testing phase there are also a few bots that will be there when others aren't.
  14. Hi everyone, I'm part of a small team in the early stages of developing a multiplayer game, and I came across Photon Engine (https://www.photonengine.com). Our initial plan was to write custom server logic with Node and socket.io, hosted on AWS or something similar -- and I still think that's a pretty solid option. But I can't deny that Photon's offering sounds attractive, especially considering we're not networking experts. So, I'm hoping to get some input to help make a decision. If anyone around here has had experience using their platform, I would love to hear about it. General comments would be much appreciated :). As well, here are some specific questions off the top of my head: How good is their reliability/performance? Any issues there? Are there any areas in particular where it shines, or where it's not so great? What's the dev experience like? How does it compare to the process of writing your own networking logic? Is there enough flexibility to make the exact game you wanted to? How good is their customer support? Did you find their pricing reasonable? Are there any competing platforms to consider? Any tripping points/"gotchas" to be aware of? Bottom line...would you recommend it? Thanks in advance!
  15. Hey everyone! I've just released version 0.5.0 of Colyseus! If you haven't heard of it, it's a multiplayer game server for Node.js that has been designed to be really easy to develop real-time multiplayer games as a solo developer. Read more details of this release here: https://medium.com/@endel/colyseus-html5-multiplayer-games-made-simple-v0-6-0-alpha-update-d5d0e5eba4a0 Repository URL: https://github.com/gamestdio/colyseus Cheers!
  16. When I started to play around with the Phaser API, I wanted to tackle the challenge of creating a realtime game with multiple players. I decided to use the PubNub multiplayer framework for the realtime functionality and it worked extremely well. I put my entire project up on Github and you can try it out by clicking HERE (open up two browser windows to test real time functionality). PubNub provided me with low latency with message delivery happening in less than 250ms and Phaser is super lightweight which allows it to work in mobile browser and even on low end computers. The entire project took me a few weeks to develop but most of that was just optimizing the game to send the least amount of messages possible. I wrote a step by step tutorial if you want to try to make this yourself in Phaser, you can checkout the tutorial HERE.
  17. 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.
  18. 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/
  19. Hello, haven't been here for a while, in the meantime - I've created with the help of my friend (Andrzej Bieniek, graphical designer) and Marcin 'Gonthek' Nowak (music) a multiplayer bar fight game about vikings flying chickens and being ginger. http://www.vikingsvillage.io/ The game engine is custom made by me, the skeleton is on npm. you can try it: https://www.npmjs.com/package/gameframework-lite Above engine consists of game > levels > characters and loops for each of above 3 The backend is therefore nodejs and on frontend it is pixijs <3 This game is pixel art style with a bit chibi anime touch if you prefer, all graphics are custom made by my friend Andrzej Bieniek. Currently hosting on heroku minimal paid plans 2 servers europe and asia and struggling with adding commercials to this otherwise totally free game. Feel free to ask anything about the game I'll try to answer as good as I can
  20. 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.
  21. 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)
  22. 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.
  23. 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) ?
  24. 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