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[PlayCanvas] TANX, online multiplayer tank battle game


willeastcott
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I'm impressed by how smooth you were able to get the multiplayer aspect to be  using websockets. I'm making a multiplayer game of my own (with socket.io) and I've had difficulty getting the game to consistently run smoothly, since TCP isn't exactly forgiving with packet delays/packet loss.

 

Could you share some tips on how you got the enemy player motion to be so smooth?

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Wow, looks awesome, I really like the TRON like aesthetics.  :) Btw the bullet impact doesn't seem very obvious. Sometimes it seems to go through walls and enemies. Maybe it needs more visual feedback when it hits a wall or enemy, like sparks or something like that. Definitely needs more feedback when you make a kill, like maybe a "+1" animated on top of the player. Also, maybe a message at spawning "team red: shoot tanks from other team colors" or something, to me it wasn't immediately clear that it's a team-on-team type game. Oh yeah, changing your name from "guest" to something else doesn't seem to work. The dialog appears and I can enter a name but after pressing OK it's still guest.

 

What to add? Power-ups like wall bouncing bullets, spread shot, rapid fire, mines etc. Warp tunnels like in pac-man. A country flag icon for each player. Slightly different tank models or shapes for each team-color so color-blind players can also play. Bullet deflecting walls (bullets only bounce on certain walls). Other game modes like capture-the-flag. :D endless possibilities

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  • 1 year later...
27 minutes ago, ecv said:

High quality.

 

And I can't believe I'm actually beating other players on an action game o_O. Maybe cause the server is at this side of the pond?

 

I think most of the players play with mobile devices, that's why they seem so bad :)  It's much harder to play with a touch screen than with a mouse/KB, obviously.

 

@willeastcott

Can you share the percentage of mobile vs desktop users ?

 

 

 

 

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