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Found 150 results

  1. Hi Everyone, Idle Brainz is my latest project, an incremental multiplayer game. In this idle game the players must tickle a sextuplet of brainz to grow their neurons. They start manually then can discover and upgrade "ideas" that will automatically tickle and stimulate the brainz (even when offline). Additionally the players can carry out experiments to gain temporary and permanent multipliers (the only true way to reach higher gains magnitude). Players can battle against other players (or friends depending on the platform connected to) and the AI with mini-games (memory, skill, high score games) to earn gold and gifts. Gold is the currency needed to buy the green substance needed for experiments and gifts can contain either permanent or temporary multipliers. My goal with this game was to create a bunch of mini-games linked together through a more global and multiplayer experience. Each mini-game can be "instantiated" independently from the main game on any platform and played "standalone" or be part of the main experience. Here is the video trailer: A few screens: The game will be available on iTunes, Google Play, online and several Messengers. I will post more updates in the coming days. Feedback welcome. Thanks.
  2. Hi, Infinitris - A massively multiplayer online falling block puzzle game, created using Phaser, React, Socket.io and Koa. Here it is: Infinitris.io Controls: Arrow keys and spacebar. Current Features: Classic .io style: Instant join - only specify your nickname and you're ready to play. Ingame chat (Press [Enter]) Grid that expands and collapses based on how many players are in the game. Horizontal wrapping when the grid is larger than the screen. Scoreboard Invalid block placement detection (needs work) Features to add: Spectator mode AFK detection Touch controls Minimap Mobile fullscreen Multiple game rooms Block collections and themes User registration to secure your nickname 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
  3. I'm trying to create a multiplayer game which players have a sprite that they can move it. I wrote this simple code to move sprites: function update() { theSprite.y += speedOnY; theSprite.x += speedOnX; } It works fine in single player games but because this is a multiplayer one, the sprites position must be synced however sprite's speed is dependent to player's current frame rate. If frame rate drops then speed drops and causes desync. The question is how can I move my sprites in a constant speed and independent of the frame rate?
  4. I'd like to announce a tool that helps you to build multiplayer games in JavaScript. Colyseus is a JavaScript server (for Node) and client (for the browser) It handles WebSocket connections, has multiple room support, handles room state synchronisation and allows clients to create, join and leave rooms. Here's an overview of how it works: Match-making cycle: - User asks to connect in a specific room, with optional "join" arguments. // (client-side)var Colyseus = new Colyseus("ws://localhost:3553");var battleRoom = colyseus.join('battle', {options: 'here'}) - Server will loop through all spawned room handlers named 'battle' and call requestJoin method against that handler. // (server-side)// only accept new users if limit isn't reachedrequestJoin (options) { return ( this.clients.length < 12 )} - If requestJoin succeeds, a method named onJoin will be called with the client reference and client options given. // (server-side)onJoin (client, options) { // setup new player here}- If requestJoin fails on every available room, a new handler will be spawned if requestJoin succeeds in a fresh handler state. In case it fails again, an 'error' event will be dispatched on client room instance. // (client-side)battleRoom.on('error', function(message) { console.log("error triggered on battle room:", message)})Room state handling: Once the player received the room state upon it's connection, he only needs to receive the state difference on later broadcasts, called patches. By default, room handlers will deliver the patched room state to all clients each 50ms. // (client-side)battleRoom.on('update', function(newState, patches) { console.log(patches) // array of patches console.log(newState) // newState with patches applied})The array of patches usually look like this: (JSON-Patch format) [ { "op": "remove", "path": "/players/2" }, { "op": "add", "path": "/players/3", "value": {"x": 10, "y": 10} }, { "op": "replace", "path": "/players/1/x", "value": 5 }]// JSON-Patch Spec - RFC6902You can take a look at patch handling on tanx project to see how it looks like. Here's some prototypes using Colyseus as a game server: - PlayCanvas tanx fork (original game is here) - Redneck River Race (made in 72h for LD34) - CubeClub Soccer Colyseus's code base is quite straightforward, which is good for it's growth as a library, I believe. It doesn't do much, but it tries to do really well what is meant to. Thanks for reading until here, and feel free to ask anything here or on gitter chat channel. Cheers and happy new year!
  5. I have been working on a multiplayer game and have been wondering what are some of things one should be aware of when creating a multiplayer game in node. As in are there things you should never do? Also does anyone think using a client-server architecture is a bad idea (it's not a pure implementation, but has some peer-to-peer design in there)?
  6. Hi, I need HTML5 Games Developer. I want you to develop HTML5 multiplayer games. PM me your Portfolio and your Quote.
  7. Wish you a (late) Merry Christmas. I made a Touhou fangame for Christmas. Play an innovative, fun, hectic, and mind bending snowball fight. Play this local multiplayer (up to 4 players with a keyboard and 3 joysticks) with unorthodox snowball fight that is highly unpredictable. Touhou is properties of Team Shanghai Alice (and relatively open source materials). Here is the link : Scirra https://www.scirra.com/arcade/multiplayer-games/touhou-snow-fight-yukidama-crash-13965 Kongregate http://www.kongregate.com/games/iconoclastgame/touhou-snow-fight-yukidama-crash Have fun, and Merry Christmas !
  8. Ranger Steve is a web (phaser) based realtime 2d shooter that let's you have instant lan parties with your friends. Ranger Steve: Buffalo Invasion YouTube Teaser Trailer Fast paced, intense shooter, explosions This is a realtime, "shoot em up", explosive multiplayer game that makes playing with your friends as simple as sharing a link. Made with: Phaser.io, ReactJS, NodeJS, Socket.io, and Redux.
  9. Edit: Formatting seems to be a bit screwed up..just ignore the missing brackets and '.' So currently I have a game in which two players move around shooting enemies. This is the current code I have implemented. var preloadfunction loadimage'player1', 'assets/player1.png'; loadimage'player2', 'assets/player2.png'; , createfunction stagebackgroundColor '#000000'; physicsstartSystemPhaserARCADE; rendererrenderSessionroundPixels true; //setting render system to pixel-based thisplayer1 addspritewidth2 40, height60, 'player1'; //adding player1 thisplayer1cursors inputkeyboardcreateCursorKeys; //adding movement keys to player1 thisplayer1fireButton inputkeyboardaddKeyPhaserKeyboardCONTROL; thisplayer2 addspritewidth2 40, height60, 'player2'; //adding player2 thisplayer2cursors upinputkeyboardaddKeyPhaserKeyboardW, downinputkeyboardaddKeyPhaserKeyboardS, leftinputkeyboardaddKeyPhaserKeyboardA, rightinputkeyboardaddKeyPhaserKeyboardD,; thisplayer2fireButton inputkeyboardaddKeyPhaserKeyboardSPACEBAR; thiscreateBullets; //creates weapon for p1 and p2 , updatefunction //all collision and overlap checks go first here! physicsarcadecollidethisplayer1, thisfloor; physicsarcadecollidethisplayer2, thisfloor physicsarcadeoverlapthisweapon_p1bullets, thisenemies, thishitEnemy, null, this; physicsarcadeoverlapthisweapon_p2bullets, thisenemies, thishitEnemy, null, this; physicsarcadeoverlapthisplayer1, thisenemies, thiskillPlayer, null, this; physicsarcadeoverlapthisplayer2, thisenemies, thiskillPlayer, null, this; thismovePlayer1; //movement for player 1 thismovePlayer2; //movement for player 2 , movePlayer1function if thisplayer1alive//dont run if player 1 is dead return; //movements if thisplayer1cursorsleftisDownthisplayer1bodyvelocityx 300; else if thisplayer1cursorsrightisDownthisplayer1bodyvelocityx 300; else thisplayer1bodyvelocityx 0; movePlayer2: function () { if (!this.player2.alive) //dont run if player 1 is dead return; //movements if (this.player2.cursors.left.isDown){ this.player2.body.velocity.x = -300; } else if (this.player2.cursors.right.isDown){ this.player2.body.velocity.x = 300; } else { this.player2.body.velocity.x = 0; } }, This code works great with no flaws, but I was thinking of creating just one function called movePlayer like this. movePlayer: function (player) { if (!player.alive) //dont run if player 1 is dead return; //movements if (player.cursors.left.isDown){ player.body.velocity.x = -300; } else if (player.cursors.right.isDown){ player.body.velocity.x = 300; } else { player.body.velocity.x = 0; } And call it in the update function as this.movePlayer(this.player1); this.movePlayer(this.player2); However, this seems to do nothing. I believe it has something to do with player being passed as a local variable? Why doesn't this code work and also.. would you rather have one movement function handling both players or have one for each??
  10. Greetings. I was wondering how would you keep track of player's in-game transactions like buying a special in game item. Would you keep track of what items player has / hasn't in a database?
  11. Blast Arena is a modern 3d bomberman multiplayer game made with PlayCanvas. I launched Open Beta for it about two weeks ago, and after many improvements to the servers and polishing, I feel like it's ready for more people to come in! It is a tiny multiplayer game with what you can have some fun already, I also just launched a winter update! You can play it over here, let me know what you think of it - mostly seeking honest feedback approaching a bigger launch.
  12. AerialDrop - AerialDrop.com Summary Aerialdrop is a turn based multiplayer online artillery strategy game. Matches are broken up into 2-8 players who can team up and group into a maximum of 4 players or free for all up to 8. Starting out you will be able to pick between 6 mechs who each have 3 abilities. The abilities are broken down into 1 being their basic shot, 2 being a specialized shot and 3 being their ultimate shot. To go along with the mechs there are 6 maps for players to choose from with their own unique destructible ground. Our actual about page is located here: http://aerialdrop.com/about GamePlay Once in game, you will notice our HUD which has 3 bars. The first bar is your power, the second is your special and last is your fuel. The power bar lets you gauge how far your shot will go. Once you fill your special bar you can utilize the 6 special abilities available for all mechs. These abilities are wind change, teleport, bunker, barrier, heal and double shot. Each ability is worth a different amount of special. The Ultimate also utilizes the special bar. The last bar is your fuel which indicates how far and long your mech can move each turn. To make things a little difficult the wind is constantly changing every turn so players will need to learn how to adapt. Players also have a time limit for their turn which is 30 seconds. Players will accumulate battle points for the damage they deal during the match. Battle points will be used as currency to upgrade your health, power, special and fuel. The game also has an advanced chat system that features private messages, and eventually a friends list. A leader board ( aka ranking ) also exists, so be the best, wait your turn and don't miss! The game also features a manual here: http://aerialdrop.com/manual Thanks MadGizmo would like to thank Phaser ( and many other tools ). Phaser allowed us to dive into creating the game right away, implement what wasn't in Phaser and easily integrate it with the rest of Phasers tools. It honestly worked great and I always wanted to dive into HTML 5 gaming... especially now that Flash doesn't dominate the market. Our credits are located here: http://aerialdrop.madgizmo.com/credits We will be constantly updating AerialDrop and eventually working on a seasonal events and tournaments. This game is never meant to be pay-to-win but we will eventually create skins. This game was very fun to make, very stressful, way to much time spent but it was a game we always wanted to make. Skill shots FTW! We have a cool landing page located here: http://aerialdrop.com/landing And you can signup right away here: http://aerialdrop.com/signup Vine Account - https://vine.co/u/1322454864055447552 Twitter Account - https://twitter.com/AerialDropMG This is our first public-ish release of the game and it just went to version 0.1.8 and is still in alpha development! News is located over here: http://madgizmo.com/news.php?cat.9 *All feedback is welcome!
  13. down votefavorite I have previous experience with Unity, but I don't like the fact that Unity compiles your game directly into APK (or IOS equivalent). It's because I want to modify the game to provide chat interface (and some other stuff) for multiplayer mode etc. So, I thot of doing it the other way - 'create an app and embed a multiplayer game within it'. Now, again this approach meant that I had to develop for android and ios seperately. But, then I came across React-Native library (mobile extension of popular React framework). Now, I have decided to create an app using React-Native (cross-platform), but now I am confused as to which game engine should I use and I think since React-Native is javascript, game engine needs to be in javascript for seamless integration. I am planning to use to embed the game in my react-native app. Can anyone suggest me any good javascript game engines that can be used along with react-native? I have done some research on Phaser and Pixi but they use WebGL for rendering and I read somewhere that doesn't have great support for WébGL or Canvas(Am I wrong?). Any help is highly appreciated
  14. Minesweeper.io Minesweeper.io is a massive multiplayer version of minesweeper. It is similar to the classic Minesweeper. The goal is to clear all of the mines by placing a flag on it. Sweep those Mines! http://minesweeper.io Android: https://play.google.com/store/apps/details?id=com.jimmyinteractive.minesweeperio iOS: coming soon. ----Tech---- UI game engine: Phaser.js 2.7 UI menu engine: 1990's style html/js hacking (think document.getElementByid) Server: node.js + socket.io Hosting: Azure Feedback is welcome https://twitter.com/jamesfdickinson
  15. Hi. I just wanted to show here dom-dom (my first HTML5 game) with the hope you can give me your opinion and any recommendation you may have. The main idea behind dom-dom is to be a free, intuitive, agile and easy to play, secure and also a different on-line domino game option in the web. At the moment dom-dom only works on desktop browsers, it requires requires Firefox 47+, Chrome 49+, Opera 41+ or Edge 14+. dom-dom uses web sockets for on-line playing and web-push notifications for sending messages (invitations) to onine players. dom-dom is supposed to be safe to SQL and LDAP injection, is Code injection safe, Cross Site Scripting safe and Cross Site Request Forgery safe. dom-dom uses Authentication, session management over TLS 1.2, HTTP Strict Transport Security (HSTS) and Strict Content Security Policy 1.0 to improve app's security. dom-dom uses web sockets for on-line playing and web-push notifications for sending messages (invitations) to onine players. dom-dom is supposed to be safe to SQL and LDAP injection, is Code injection safe, Cross Site Scripting safe and Cross Site Request Forgery safe. dom-dom uses Authentication, session management over TLS 1.2, HTTP Strict Transport Security (HSTS) and Strict Content Security Policy 1.0 to improve app security. You can try it here: There is also a demo video here:
  16. 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.
  17. Greetings. I have heard of socket.io for real time multiplayer in html5 games for example. However I am not sure how would you do it in a converted html5 game to android / ios (using intel XDK for example). I am not sure if you still use socket.io or just change to something else? Can someone explain?
  18. Hi All; I'm trying to revive an game I used to run back in 2010 on facebook, back then we used flash/AS. it's a simple dice game, would like to start with single player, but might want to add mulitplayer in the future, but that's not a priority now. I'm looking for someone who's committed as i have other web projects that might require attention, please mail me at tamerokail -at-gmail with some example work and hourly rate. thank you!
  19. The concept is simple, Game developers must focus only on making their game. However it's not always possible especially when you want to create a multiplayer game. Beside making the game there are things you must consider: Having servers all around the world Load balancing and finding best server for players Managing Servers, game rooms, players and accounts Where to find players? Okay, What's your solution? I'm offering a service to solve those issues. What we do for your game is hosting it on at least 5 location around the world, Handle common multiplayer game issues (player disconnect/reconnect, pause/resume, accessing user account information and authentication, payment API, public/private game rooms and...), Managing servers plus reaching MILLIONS of players. How much does it cost? Hosting your game is free as long as you are not monetizing your game. If you are planing on monetizing it, We only charge you a percentage of what you earn. What are the requirements? Your game must be multiplayer. Your game must be compatible with mobile devices. Your game must be written in HTML5 Am I required to expose my game's source code? No it is not required for client-side, Your game is yours but you should use our client library to interact with our servers. However server-side logic must be exposed to us How can I see the game network? We are currently in prelaunch state and our API is not public yet, So we like to keep things private until official launch(less than a month). I have more questions! Feel free to contact me if you have questions, want some examples or if you want to join us in beta.
  20. Hello Everybody!! I present to you, the BEST multiplayer casual space shooter game on the Internet today! -->WHAT IS IT ABOUT?? 1. It is a 2 dimensions multiplayer space game that is gravity based. 2. Your spaceship has stats that you can improve by either collecting items in space or by destroying other player's ship. 3. Everything in the game has mass, and newtonian physics has influence over everything. Entities are attracted to each other according to roughly (mass1*mass2)/distance^2. 4. Your ship has two basic stats that determine its defense, its armor amount and shield amount 5. Shield recharges according to the amount of shield you have left, you can add to your total shield amount by acquiring the right item floating in space. 6. Armor do not recharge, every unit of armor you add to your ship add a certain amount of mass to your ship. Your ranking is determined by your total MASS! 7. You can repair your armor if you have enough unit of "armor repairer". Can be found floating in space. 8. The force of your propulsion system can be modified by item you find in space. The bigger you get, the more propulsion power you need to accelerate. 9. The rate of fire (RoF) can also be increased by item found in space, as well as the damage that each of your projectile !! //---------------------------------------------------------------------------------------- UPDATES ----------------------------------------------------------------------------------------------// 1. 28/11/2016 ---> Addition of the Flash Bomb, uses shield and deals damage to surrounding area according to how much shield you had when you fired it. //-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------// VISIT AT www.gravitymelee.com !!!----> Feel free to ask any question!!!!!!!! <----!!! --> IS THIS GAME HTML5?? - yes, the front end is mostly an html5 canvas and javascript, the back-end is node.js.
  21. Hi everyone! I have one question.. Do you like tanks ?! Resonantly we released beta version of our small multiplayer game called DatTank! http://dattank.com And you are right, it's all about tanks Come and check! Tell us what do you thing about it.
  22. My friend and I have been developing a 3D multi-player eat-em-up game called Zor.bio. It's a WebGL game written in three.js. We would love any feedback you could give us. Game Info: Game: http://zor.bio Multi-player eat-em-up, eat food to get bigger and eat other spheres to become the biggest Sphere Currently in Alpha Development Looking for feedback on: Abilities, we have a lot of ideas about what kind of abilities to add but knowing what are the right abilities to add is hard Multi-player performance specifically with dealing with lag with websockets How to improve jitter we are using lerp to smooth out the sphere positions but sometimes other clients lag and jump around, trying to figure out why. Any other feedback. Thank you so much for taking a look!
  23. I'm using Babylon.js for my multiplayer games, but this question can apply to any type of multiplayer game. I cannot find any answers on the net though so I'm just asking all the forums. Does anyone know the best way to streamline server updates to the clients in a multiplayer scene? For example, if you have a massive world with 1000 avatars walking around, laying down landmines, etc.. you wouldn't want the movement of every avatar broadcast to all the clients. That would be a massive load on the server and clients. I'm assuming you would only transmit avatar updates to clients that can see that avatar, or is a certain distance from that avatar. This would also apply to dynamic objects in the scene and collision detection (assuming collision is handled by the server). Anyone know of any articles/tutorials on the net that explains how this is done? One method I thought of was to cycle through every client that's connected to see if they are in the vicinity. But that could take too long. Then I thought of splitting the world up into a grid so then I can narrow doing all the checks to just clients within the neighbouring grid squares.
  24. I would like to show you my topdown 2d multiplayer shooter. It currently uses a pretty basic placeholder map, I just suck at graphics So consider this a WIP TechDemo. I used Phaser as the engine, Primus for the socket layer, Node as a server. Behind the scenes this does entity interpolation and prediction to give a smooth ride and good experience and to keep things exciting a visibility polygon will give you the ability to hide behind cover so your enemy can't see you. But they can hear you due to positional audio if you fire your gun. Controls: Mouselook - It will ask for a lock on your mouse, accept it and you can control the direction of your character like you would in a FPS shooter. It might be twitchy, I like minimal mouse movement, sorry. WASD/Arrows - move and strafe Left mouse - shoot to kill TAB - show score (weird numbered name means someone connected, but still in character selection or name entry) Click below to play: http://stark-caverns-8384.herokuapp.com/ Enjoy
  25. Hi everyone!! I have uploaded my last game, you can try it here: KARTWARS.io KartWars.io is a massive multiplayer IOgame developed in Phaser 2.6.2, Websocket and node.js. In this game you must get coins and smash your enemies using different items. Other players will try to kill you and steal your coins, but you can use your Energy Shield, although this will decrease your Coin Score. Your Coin Score speeds up your kart too. You can use the radar to locate the top three players. Here are some screenshots from gameplay: There are six different items you can use. Bullet, Missile and Mine have a three ammunition version and there is also an Aleatory Item. If you touch other kart when your Item Slot is empty, you can steal his item, be careful, your enemies can rob your items too. You can drive a standard kart, although we have added some new skins that you can unlock. Currently we are still working to improve it and we are developing the app for Android. Enjoy it and hope to see you in the Top Ranking! - KARTWARS.io -