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Found 43 results

  1. Helloes. Important game points Toss up between top down rpg/adventure (snes zelda, secret of mana) with management games Should have quasy multiplayer, meaning that client deals with representation and server does everything else Procedurally generated for the most part, using tilesets or tilesections Gamepad friendly. Both X360 and DS4 How I plan to approach it Step by step, spread across mini-games and mini projects For starters, an idle game featuring the procgenned skill system Everything barebones regarding graphics untill the very end The main issues/worries I have Not sure between Cocos2d-x and PixiJS, or perhaps something else entirely, for the graphical representation What language for server side of things? Anything is fine for me, as long as its the (near)best solution I'd like to tackle the server part early on to know how to approach everything else Closing I wrote a bunch of stuff, then cut it down to bullet points as no one needs to read useless shit. I have no monetary expectations. I have an artist lined up who would do the gfx if I ever make something proper (can invest in some already done assets aswell). I do have experience modding various games and doing general coding across various languages (mini sites, apps and the like for my own amusement). I'm quick learning, adaptive and too old to have delusions of grandeur and will rather treat this as a hobby that eats a big part of my free time. Anyways, hope some of you have some suggestions and know limitations of various libraries and practices involved. I have nothing to offer in return except gratitude.
  2. Hey! I'm using NullEngine on a server to check for certain conditions in a physics-enabled scene (using deterministic lockstep). As a simple example, I'm trying to find the specific step ID where a specific ball's y position falls below 0. My question is this: how should I set up the engine/scene/etc. in order to run these server-side simulations at the highest possible fps? Keep in mind that I want to be able to derive a list of step IDs on the server that correspond with specific events (re: ball.position.y < 0), and then have that same exact scene play in a browser with the same exact events matching the same exact step IDs.
  3. 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.
  4. 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
  5. Server sided movement

    Sup guys, I'm back and once again working on my side project now that school is out. I recently rewrote some of my server sided code, specifically the pieces that handle anti-cheat. One problem I ran into is my anti speed hack mechanism. Prior to my rewrite (which was more of a cleanup) the way I handled movement on the server was I allowed the client to move however it liked. It would then send its new position (after ever frame) to the server. The server would then check to see how far the client moved (based on its last position which is saved on the server) and made sure that the client didn't move more than a certain amount of pixels each frame. If it moved legally, then it's "last" position would be updated with the new position the client provided and the client legitimately moved. If it moved too fast, the clients old position is kept as its server position, ensuring that sure the client isn't speed hacking (at least on the server side, can't stop the client from moving anywhere really). Anyway, that's how the system works, and it works great, until I ran into the problem of different frame rates (at least I think that's what's causing the issue). After the rewrite of this system, clients are moving too fast to the server, and I think it could be because of slower fps'? Like Ill move right, but now instead of moving say 5 pixels per frame like the pre-rewrite code would detect, im getting 6, and 8 and 15 and other higher random numbers, as if the server was missing some calls. Regardless of the cause, I was wondering, how do people usually handle movement on servers. Am I going about this correctly? Any suggestions? What other ways can I verify a player isn't teleportating or speed hacking? Thanks.
  6. EXPORT Phaser to a server or email..

    Hello all, I'm actually doing a service system to my company with Phaser. So then I want to export this, because the client will fill the truck with his stuff and I'll create a SAVE button to export this to my email or to a server so I can read what the client want to take in the change. Sorry for my english... Is there any way to do this with Phaser like i'm doing or you guys recommend me other framework?! Thanks in advance!
  7. New subforum

    Hi, TL;DR: I'm proposing new sub-forum, "Servers and back-end programming". I create small games (more proof of concept than games at the moment) at the evenings and often check this forum for inspiration and ideas. Before releasing any game I've decided to create universal back-end service for them. Some will say "why?" and "don't do this, it's hard", but I think I can manage (more on that later). It's already in nice shape. From time to time I see posts with questions about game back-ends and hosting. IMHO we should separate those into new sub-forum, so people will know where to ask them. It will be also simpler for guys like me to find them and help each other. Why I think that I'll manage to create nice and robust back-end and also help with same on forum? I'm sysadmin with 12 years of experience. Now I'm senior SRE at big financial institution with lots of clients and trades. Before this I worked as lead sysadmin/devops for mobile game company. I've maintained and helped develop back-ends serving quite big traffic (over 200M/req day). Now I try to use all that knowledge to create my own back-end but would be great to help also others. In current state I (and possibly other like me) often miss posts with such questions as I usually check forum every 2-3 days. I think that separate sub-forum would help. It should cover all topics related to: hosting, backend services, backend development. What do you think?
  8. HTML strategy game. Logic

    Hello. I am playing a bit with mysql and js, html and I am making a small browser strategy multiplayer game like travian for example. I have some doubts though. In this game players should be able to attack from X to X time. When they attack I change a state in the db for that player so it cannot attack until that state returns to the normal state. However that database update is not fast enough for if the player clicks too fast he attacks more than once before the query is over. How can I forbide players' actions then?
  9. So here's the deal. I'm making an online multiplayer action game, currently using Phaser for the client (mainly for rendering and input), and I've hacked Phaser onto my Node.js server as well (http://www.html5gamedevs.com/topic/7393-running-phaser-on-nodejs-how-i-did-it-and-why-you-shouldnt-do-it/), so I can use the Arcade physics system to manage the interactions of player's entities with other entities in the game world. I get that some people puke at this idea, but it works, mostly. The server entities use sprites with no texture, just so I can give them a physics body to use for collision/intersection checking, but I'm having some alignment issues related to how bodies relate to the scales and anchors of their respective sprites, and have been thinking that I probably should be using a proper system where physics bodies aren't tied to sprites (display objects). What good alternative, standalone JS physics engines are there that offer similar features to Arcade that I can use on my server? Arcade seems ideal for what I'm doing, but lugging around the rest of Phaser with it without using it is just silly. The game only requires simple rectangle AND circle body support. No complex polygons or shape rotating, and needs to be fast, as there may be many entities that could interact with each other at any time. I've thought about doing this myself, but want to save some time if I can.
  10. I just wanted to share https://deepstream.io/ , a fast realtime server that we're working on which is a great fit for multiplayer gaming. Please find a tutorial for a multiplayer spaceshooter build with deepstream and pixi.js on Pluralsight/Hackguides here: http://tutorials.pluralsight.com/front-end-javascript/building-a-multiplayer-space-shooter-part-i
  11. Hi all, So I've basically finished a project that I've been working on in Visual Studio which I have been running locally using IIS Express that comes with VS. Now I want someone in a different part of the country to access it by just typing in a link in the address bar. How do I go about this? I've never set up or used a server before. PS. I also have WAMPServer installed but I'm unsure how to set it up so anyone can access it at any time? Thanks!
  12. Phaser with Cordova ?

    Hello, I'm trying to make a game with Cordova. My game works perfectly on my Chrome Browser with a WAMP, but there's no server running in my app cordova. Two solutions : -How can I implement a server in cordova to run my game ? or -How can I run my game without a server ? Any ideas ?
  13. Phaser with Socket.IO

    Hi there, so i built a fairly functional open world multiplayer game, however, when I first started building it, i built it as a singe player game and set up the variables and things i will need to be sent from the server in a way that it will easy to be converted into multiplayer. Today I dove into that adventure and right off the bat I am having issues with phaser and nodejs. To be insanely clear because any other thread I have found about this topic thinks everyone wants to do this, I do NOT want to run phaser on the server side, I just want to be able to use socket.io in my game and I cant right now since my game wont even load. This is the error it throws when I load my page, no matter what I do, always "Phaser is not defined" GET http://xxx.xxxx.xxx/assets/phaser.js 404 (Not Found) (index):214 Uncaught ReferenceError: Phaser is not defined My server that I am running on node: var express = require('express'); var app = express(); app.use(express.static('public')); app.get('/', function (req, res) { res.sendfile(__dirname + '/index.html'); }); app.listen(80, function () { console.log('Example app listening on port 80!'); }); I removed socket.io from it until I can actually get my index.html to load. I believe i have to use static directories, and I believe it works because I can load all the images from my assets directory (where phaser.js is) fine form my browser. In my index.html, phaser is called in my header as shown: <script type="text/javascript" src="assets/phaser.js"></script> Am I doing something wrong? ANY help is appreciated. I dont care how I get to the end product, I just want to be able to have a server side connection from every client to send and recieve variables on connection/disconnection. Before I switched to node, I was just using an apache server to run my index.html. Thanks for any help! P.s: Could this be a problem with express? I havent tried it with a standard node http server.
  14. Does Babylon has any compression of .babylon file and assets? Or it doesn't. And we should enable gzip compression on server settings. Is this the only solution to compress assets and all other resources to server client our babylon.js game? greetings ian
  15. Server-side Babylon.js

    I'm wondering if there's an implementation of Babylon.js that runs as a server, or more specifically, its physics engine. Making a networked game without physics is easy. No "engine" is required. The only calculations the server has to do is figuring out a new position when moving an object in a certain direction and collision. That's just simple trigonometry and can be done by hand. The tricky part is if you have objects that react to physics. Both the client and server need to use the same engine to calculate movement via physics. If such thing does not exist, can someone point me in the direction of how I could implement the same physics that Babylon.js uses for my server? For now I just want gravity. I don't need joints, bounce, cloth, etc..
  16. Box2D (port) vs p2 physics

    A silly question, but I was wondering whether anyone has an idea of the performance of either (Box2D or p2) physics engine. I'm planning to also use one of these engines on the server side as an authoritative (node.js) as well as client side. I think it's easier to work with p2, but I'm not entirely convinced by its performance (especially on the server side). Any tips are greatly appreciated & welcome!
  17. Server-side JS Execution

    Hi, is it possible to execute WebGL apps on the server, then sending render output to the client? Thanks
  18. Hello all If you remember by previous posts here i showed how to develop simple cross platform game . Now i like to show you how to develop super simple real time multiplayer card game , which is also cross platform Using only free open source tools . which every one can efford. For the server stack im using Java Netty , it is light,fast,Asynchronous network server. the java code im using is NOT doing the 9 layers of abstractions it is simple almost procedural programming. For the networking protocol im using web sockets For the client side game im using Cocos2d-x the HTML5 version , and the Javascript API for desktop and iOS. Server Side: Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 1 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 2 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 3 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 4 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 5 Client side Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 6 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 7 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 8 The source code: https://github.com/meiry/multiplayer_cocos2dx-js_using_netty_websockets Please note that this is the first draft, i will happy to get Feedback so i could iterate and improve. Thanks
  19. Hello Everyone ! We are launching GameZyme's closed beta; we provide a wide array of services from an unified crossplatform api and backend; user authentication (social login, or email + password), player saves, global and social leaderboards, a domain whitelist to protect yourself from pirate portals, the ability to define game variables and retrieve them from the server (for example, this would allow you to change the amount of "player lives" across platforms, without pushing new binaries to the appstore/google play). The platform will have no cost for beta users until November 2016 (after that, we will move to a pricing structure similar to Digital Ocean's), the idea is to polish our current features, and develop features that you need. If you are interested, request beta access here: http://www.gamezyme.com/#request Also, you can download our Javascript SDK from Github: https://github.com/GameZyme/js-sdk GameZyme Javascript SDK Initialize To use GameZyme, you must have an account (sign in here), and a game set up on the dashboard. Then you just need to add the SDK and your game's public key to your HTML. You can get your game's public key in the Settings - Basic section of our dashboard. Example <head> <!-- Host it locally --> <script src="/js/gz.min.js"></script> <!-- Or Get it from an external source --> <!-- <script src="https://rawgit.com/GameZyme/js_plugin/master/dist/gz.min.js"></script> --> <script> var publicKey = "<YOUR GAME'S PUBLIC KEY>"; Gamezyme.init(publicKey, function(result) { // Connection suceeded console.log("Connected and ready!"); }, function(error) { // Something went wrong console.log("Something went wrong! \n" + "Error detail: " + error); }); </script> </head> Game Using the GameZyme's dashboard you can set variables that can be retrieved from your game in the Properties - Gamevars section. .getAllVars(callback) Retrieve all game variables set in GameZyme's dashboard. Example var gameVars = {}; Gamezyme.game.getAllVars(function(response) { gameVars = response.result; }); .getVar(key, callback) Retrieve a single variable set in GameZyme's dashboard. Example var key = "boss01_health"; var value; Gamezyme.game.getVar(key, function(response){ if (typeof response.error == 'undefined') { value = response.result; } }); Server .ping(callback) Get server Status Example Gamezyme.server.ping(function(response) { if (typeof response.error == 'undefined') { // everything's fine } }); Player These methods are related to the player's information. Here you can login, logout, save player data, among others. .forgotPassword(email, callback) Send an email to the player with the steps to recover his/her password. Example var email = "email@example.com"; Gamezyme.player.forgotPassword(email, function(response) { if(response.result === "success") { //Email sent console.log("Check your email to recover your password"); } }); .getData(callback) Gets the player's peristed game data Example var playerData = {}; Gamezyme.player.getData(function(result){ if(result.status === 'success') { // Successfully retrieved data console.log('Data retrieved'); playerData = result.response; } }); isLoggedIn(callback) Check if the player is already logged in Example Gamezyme.player.isLoggedIn(function(result) { if(result.response === true) { // This means the player ir already logged in console.log('Player already logged in'); } }); localLogin(email, password, callback) If a player has an account, use this function to login into your game. Parameters email and password must be Strings. Example var email = 'foo@bar.io'; var password = 'foobar'; Gamezyme.player.localLogin(email, password, function(result) { var error = result.error; if (error) { // Maybe there's an error with his email or password console.log(error.message); } else { // Player logged in successfully console.log(result.response); } }); .localSignUp(email, password, name, callback) Use this function to register a player with an email, a password and his/her name. All these parameters must be String Example var email = 'foo@bar.io'; var password = 'foobar'; var name = 'Scott C. Alves'; Gamezyme.player.localSignUp(email, password, name, function(result) { var error = result.error; if (error) { // Probably the player exists console.log(error.message); } else { // Player signed up successfully console.log(result.response); } }); .logout(callback) Use this method to logout the player. Example Gamezyme.player.logout(function(result){ if(result.status === 'success') { // Player logged out console.log('Player logged out'); } }); .me(callback) Retrieve information about the player. Example var player = {}; Gamezyme.player.me(function(result){ if(result.status === 'success') { // Successfully player info retrieved console.log('Player info retrieved'); player = result.response // Player's email console.log(player.email); // Player's identifier console.log(player.identifier); // Player's name console.log(player.name); // Player's typeIdentifier (local sign-up or facebook) console.log(player.typeIdentifier); // Player's profile picture (Only available if the player's typeIdentifier is "facebook") console.log(player.urlProfilePicture); } }); .openPopupLoginFacebook(callback) Open popup for Facebook login Example var btnLoginFacebook = document.getElementsById("fb-login"); btnLoginFacebook.onclick = function(e) { Gamezyme.player.openPopupLoginFacebook(function(result) { var error = result.error; if (error) { console.log(error.message); } else { console.log(result.response); } }); } .saveData(callback) Persist the player's game data Example var data = { currentLevel: 5, money: 3200, score: 5000, }; Gamezyme.player.saveData(data, function(result){ if(result.status === 'success' && result.response === true) { // Data saved successfully console.log('Data saved'); } }); Leaderboard In GameZyme we handle 2 type of crossplatform leaderboards: Global leaderboard and Friends leaderboard. Using these methods you can show both leaderboards. .getFriends(options, callback) Get the player's friends leaderboard (currently we only support Facebook friends) Example var options = { order: 'DESC' // This accepts only 2 strings: 'DESC' and 'ASC' }; Gamezyme.leaderboard.getFriends(options, function(result){ if(result.status === 'success') { // List retrieved successfully console.log(result.response); } }); .getGlobal(options, callback) Gets all players leaderboard Example var options = { limit: 10, order: 'DESC' // This accepts only 2 strings: 'DESC' and 'ASC' }; Gamezyme.leaderboard.getGlobal(options, function(result){ if(result.status === 'success') { // List retrieved successfully console.log(result.response); } });
  20. Okay so I have a game I would like to integrate with drupal. What is the best way to go about doing this? For example, some levels are free, and some are paid, should php generate the script before the load, or should there be an ajax call? Anyone have an example to a safe way of doing this?
  21. Hey guys I've been working on a multiplayer online game with phaser, node.js, socket.io, and orchestrate.io as a database service for a while now. The game is called Onyx Map, it is still very much a WIP. Check out the current version of the game here: https://onyxonline.herokuapp.com/ the way it is right not you have to complete a simple registration to track your username in the game. The game is a massively multiplayer online exploration platformer, but in it's current state there is not much exploration (read: no exploration at all). You can use the dummy account: username: frank password:aaa to test the game. Be aware if someone else is using the account it will not work for you and you will have to register for a username. The main reason i'm posting on here is because I just finished documenting an open source basic version of this game that is very easy to understand and use for someone who is interested in writing their own mmo in phaser and node js. The source is available on github: https://github.com/vezwork/phasocketonline. Looking at the source of the current version (onyx online) using control+u makes it fairly clear how I implemented certain features like chat and names to this open source version. The client is based off the excellent Phaser beginner platformer tutorial. Hopefully this interests and/or helps some of you! Thanks for taking a look. Feedback is greatly appreciated
  22. OS X server

    Maybe somebody could help us with OS X server? We would like to set up compiler for iOS apps to export them via single click in the browser. Ideally we could give MightyEditor subscription in exchange for hosting. Otherwise we could pay some small amount of money.
  23. Between Node.js and Php which should be used for server side with phaser .
  24. I am developing a game and would like to connect it to database on a server in order to make a leaderboard . Its a memory excercise game and would contain some mini games. My aim is to let a user add other users to his friend list and receive notifications of his various activities of those friends like completing a level of one of the mini games, beating the high score of the user in one of the mini games. All in all I would like to how can I achieve php and mysql functionality in phaser.