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BunBunBun
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This is an awesome game and well polished. The latency is high from my location (South East Asia), but I can accept the delay, maybe due to good game play.

It might be nice if you add a set of random active skills other than health to kick more of the Player's nerve, such as super armor (harder to kill when activated), double / triple shot, fast run / dash, and more.

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  • 3 weeks later...

@Alectora we added EastAsia server special for you! :D 

 

 Beta 1.16 update:

  • Updated rocket damage: 80% if you are covered by shelter. 25% if under the cover.
  • Private Rooms.
  • Bug fixes and other minor improvements.

In progress:

  • new map
  • rank
  • leaderboard
  • login via social networks to save the progress. 
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  • 4 months later...

 Beta 2.02 update:

this :D

On 02.06.2017 at 6:18 PM, BunBunBun said:
  • new map
  • rank
  • leaderboard
  • login via social networks to save the progress. 

 

full list:

  • Perfomance improvements.
  • New animation system.  Spine! instead frame-by-frame.
  • Warehouse - new map.
  • Factory - map update.
  • User profiles Google/Twitter/Facebook.
  • Leaderboards.
  • Top 5 weekly and monthly players win prizes. Special items: new weapon, the mask.
  • Bug fixes and other minor improvements.
  • perfomance improvements - reduced the number of drawcall x2 !
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  • 2 months later...

Congratz for the game, it's really awesome! Nice gameplay, nice graphics, works super well, it's a blast! Played it for a least an hour yesterday!

You say you guys use Spine : I'm really interested by that because I do too and it seems now to be my bottleneck (regarding perfs). Do you guys use any lib for the integration with Phaser or did you code the integration part yourselves? Do you use spine-ts? Would you have any advice regarding performance?

 

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12 hours ago, Hulsenbeck said:

How the game still running when you inactive the browser tab?

In my multiplayer game, I simply use both RAF and setTimeout to handle logic timestep (which is entirely decoupled from rendering). So each start of Phaser's update I check whether I can step (and update logic + send inputs), and then render. And I also have setTimeout loop that does the same, except it doesn't render.

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  • 1 month later...
On 10/3/2018 at 2:13 AM, Antriel said:

In my multiplayer game, I simply use both RAF and setTimeout to handle logic timestep (which is entirely decoupled from rendering). So each start of Phaser's update I check whether I can step (and update logic + send inputs), and then render. And I also have setTimeout loop that does the same, except it doesn't render.

Thanks Antriel! I'll try this approach.

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