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Found 34 results

  1. 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.
  2. 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
  3. 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!
  4. 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..
  5. 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 ?
  6. 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.
  7. 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
  8. 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!
  9. Hello All, I am working on a multiplayer action role playing game and I am using Phaser on the client because I just love this framework. Here is a link to the project on GitHub: https://github.com/crisu83/dungeon-game/tree/feature/phaser-server I have been experimenting quite a lot with running Phaser in headless mode on the server and I managed to get it to run with a few hacks. I am not sure that it is a good idea to run Phaser on the server, but I am looking into this because I would prefer to have an authoritative server that runs on the same code base as my clients. Here is what I did in order to get Phaser running on the server: First I installed the latest stable version of Phaser through NPM by running the following command: npm install http://github.com/photonstorm/phaser/tarball/v2.0.5After that I installed the dependencies for Node Canvas, instructions for that can be found in the project wiki on GitHub: https://github.com/LearnBoost/node-canvas/wiki Next I installed node-canvas and jsdom through NPM. These modules are required in order to "fake" the document, window, canvas and image objects that Phaser depends on that all are available in all browsers, but not on Node.js. npm install jsdomnpm install node-canvasThen I wrote this wrapped module for Phaser: https://gist.github.com/crisu83/5857c4a638e57308be4f I know that this is a ugly hack, but it at least lets me run Phaser on the server. Here is what the server currently outputs: I am now wondering if I should attempt to make changes to Phaser itself to not rely on the document, window, canvas, image when running in headless mode and create a pull-request for the changes. I am sure it will not be easy to remove all those dependencies, if even possible. Does anyone know if Richard has any plans for this? Does this even make sense to run Phaser on the server? Please share your ideas and feel free to use my code for your own projects. Thank you for reading.
  10. Hi, is it possible to execute WebGL apps on the server, then sending render output to the client? Thanks
  11. Hello Friends, I'd like to introduce you to a new project I started recently. Its called Warp. The idea is to create an app that helps you building HTML5 games by taking away some of the obstacles for beginners - as well as making life easier for the more advanced developers. The Warp app acts most basically as a zero-config static HTTP server. This means you hit a browse button and select a folder on your harddrive that contains a index.html file. After that, you hit the start button. Warp enables its built-in HTTP server and makes that folder accessable within your browser. It even opens your browser for you when you hit start This takes away the task of downloading a [W/L]AMP server package that needs to be configured and secured and forces you to keep all your projects within its htdocs or www folder structure. Warp doesn't give you serverside scripting, but most HTML5 games don't use that stuff anyways. On the other hand its not impossible to integrate something in that direction into Warp in the future. My vision of Warp goes much further than just serving files to the browser via HTTP. I dream of an application that helps you getting started by maintaining project templates and scaffolds new game projects for you. Warp will be able to start new projects for you by creating a basic folder structure and placing the most recent version of Phaser (and maybe other engines) for you. In the final stage, Warp will list all devices that are currently accessing the game, displaying device information, the current game framerate on that device and a global console for logging messages and errors of all devices - your personal developer dashboard. Take a look at the git repo, download the sources and make your custom build of Warp 1 if you can't wait to try it out. And please participate here and tell me what you think about Warp, the direction its going and of course what ideas you have in mind that might be also worth implementing (I can't promise to implement everything, tough). You can download pre-build binaries of Warp for: Windows Mac OS
  12. 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
  13. 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); } });
  14. 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?
  15. 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
  16. Hi everyone i need a bit help with this and phaser what is the best way to load a json data from a server with jquery ajax, can i use jquery with phaser? can i use a ajax call like a webapp for example $.ajax({ type: GET,POST ETC, url: somewhere, data:some data, callback function....... }) or exist another way to do this . This is my first time with phaser and i am developing a game with this features: 1) i have a main view with a image logo 2) this second view is sign up form (i need send a json to the server) 3) the third view is for instructions and has the start game buttom 4) the next view is the first level 5) this view is after finish the level in this view we have a question (i need to do a get request to load questions and answers from the server and then send a POST request the answer to the server again)
  17. I have a good enough sense of how to make single computer games, but network games just throw me off. I tried making a few simple multiplayer online games with html5, node.js websockets, and it's so different from making single computer games. You can learn to make games, (html5 games especially) by actually doing it. You can make a small non-online game and make it grow. For online games, I feel that it's much more complicated. It also feels more fragile. If a normal game runs on your target devices, you're okay. But with online games, so much things can go wrong. I feel that multiplayer games is the edge to what you can get without getting formal education. To not look sound a noob trying to make a MMORPG, I'll start by... pong, since most people know how to make pong. Let's say I want to make online pong. I'll need to have a server program. Players will be put together two by two so they can play against each other. So in that case, the server will be simulating multiple pong games. So, at that point, all those clients would need to communicate with the server and veci-versa. What would I use, a single port on the server? A single websocket? Multiple websockets? Would all the pong games work in a single program/thread, or would each pong game be there own mini server? Another consideration is the fact that game s may be created and destroyed every second. Now, let's say a MILLION people would want to play on my epic-pong-online-4-free.com site at the same time? It's not really a Massively-Multiplayable-Online-Game,since none of these million people will see more than one adversary at a time. Still, half a million pong games would need to be running! I would need to have more servers. In that case, how would more than one servers work? In a game like Minecraft, you have 1 game per server, but in the case of pong, a good computer might run at least a few dozen games of pong, witch makes it even more confusing. Also, I've heard about cloud hosting, where the point IS to have lots of computers working for you. But in that case, wouldn't you need a central computer that controls the others? I'm I fan of learning things by doing them, and unlike with html and javascript, it's hard to do with server side stuff, especially when considering more than just my puny little desktop. I tried using nodejs because I felt too lazy to learn another language and another way of doing things. But if there is something that would be more convenient, I would switch to it. I just would like to sort things out and maybe use html5 for the client, and by obligation use websocket for commmunication(and websocket isn't such cool of a protocol anyway, isn't it?) Oh shit, I am so wordy so late at night!
  18. 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.
  19. Between Node.js and Php which should be used for server side with phaser .
  20. 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.
  21. Recently i develop a game based on http://www.pandajs.net/ . But when i upload this game in a server with the "media" and "src" folder, it gives "Internal Server Error" . Is their any procedure to upload my game into server ? Sincerely Akashs
  22. I say hello to all game developers! I am beginner at game development, so I would like to ask some questions at first. I've got to create multiplayer game for at least 50 players. It will be a game like a travian, goodgame empire, ... etc. so the database server storage is needed Everything in game will be controlled by mouse-clicking on objects, except moving on world map and entering some text in input fields... I've chosen Phaser for developing game on client-side. I would like to avoid future problems so: What database should I use for storing the game datas? Is real-time networking necessary in this case? Which compoments (except Phaser) will I need? (socket.io? nodeJS? ...)Thank you for all your tips!
  23. Python and Node simple http sever doesnt support the right Mime types so the audio doesnt work. I dont want to use grunt or gulp as there a pain because you must install them each game and extra files are not optimal. I am looking for a simple server you can just call in the terminal like python and node simple server and not worry about it. No extra files or installing. It needs to support the audio mime types!
  24. Hello, I am learning Phaser while doing a small multiplayer game using, of course, Phaser, and Node.js with Socket IO for the server-side. Now I am at the point that data updates are correctly distributed for the players but I need to run "master" physics on server and only do interpolations on clients. I came across the nice manual for running P2 physics on server (https://github.com/brendonjohn/cljs-om-physics/tree/master/bower_components/p2js), but I do not need such complex physics. Is there a way to run Arcade physics server-side?
  25. I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates to the connected clients after every step, this means information about every entity that is in the world. Since my game is rather slow and rts based, a lot of the entities do not change state after every step and do not need to be updated. So to reduced server load I added an update queue. Only entities that require an update are added to this queue and it is executed after each step. Looking at this approach I wonder if there are any significant disadvantages to it. One I could think of is that maybe as the time goes by and the game gets more complicated all the entities will need to be updated on every step anyway and that might be just a waste of time to implement.