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Laurent Sigal

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About Laurent Sigal

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    http://developers.plynd.com

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    Multiplayer
  1. Hi Rayj! I think Plynd would totally fit your needs in this case! It will provide you with all the game creation flow, so you will only have to take it from there (i.e. game is created with 4 players in it). Also it provides you with the context, so you will know who is the player logged in. In order to store, all you will have to do is maintain a "state" object, where you describe the hand of each player at any given time. The only subtlety would be to hide the cards of other players for a given player, but this is perfectly covered by the framework too: you will have to create se
  2. Hi HTML5 devs! I just released a tutorial on how to build a fully multiplayer game on Plynd I've been contributing to this forum a few times, especially in this topic: http://www.html5gamedevs.com/topic/9324-thoughts-on-final-design-for-nobackend-cross-device-platform-for-turn-based-games/ Plynd allows to build multiplayer games as easily as solo games: ​No backend required: We provide the infrastructure! You can save and retrieve all the data that you need about your game without any server to set up. Even better, you can register some javascript functions to be run server-side.Full m
  3. @IamThatGuy Thanks a lot for the feedback. I actually wanted to showcase the page http://developers.plynd.com instead. I think its content is more interesting for people in this forum @aurelien974 indeed pretty cool to see you here too!
  4. Hello guys, This is a very long message but there's obviously a lot of things to say about it :-) At http://developers.plynd.com I think we have built an offering that you could probably be really interested about. In a few words: @Austin, I really like what Clay.io has built for developers, and I think we should talk if you're interested => laurent@plynd.com. @Avenger no war, I remember your game of Backgammon that I found really good. We can actually offer you the ability to host it in a turn-based (asynchronous) fashion. Given that the game is already implemented, I honestl
  5. @Ali, you're making a great point here, yes there will be a guaranty of service. Otherwise, you're right, there's a too big dependency to rely on. As of gamooga, it is really an abstraction of the realtime logic, with the nice touch that they allow to upload the backend instead of having to deploy own servers (which is similar to what I am proposing). However, this is very generic so they have nothing specific for games (neither realtime or turn based).
  6. Just to clarify, I am not proposing a solution where there is a "special client". In the specs that I outlined, server.js is run in a server. Simply you don't have to set it up, and the javascript there is in essence run exactly the same way as it would be if it was on the browser. i.e. the function someFunction that you define in server.js can be called from client.js simply with Bridge.someFunction().
  7. Thanks for your answer, it is very interesting. Could you just dive deeper into why it would only benefit me? At the moment I don't even really see how I could benefit from it at all myself (but that's a whole different discussion). Based on conversations I've had, and games I've seen. Although I clearly do not put into question that some people love backend (it'd be pretty weird coming from me), I noticed that the ones who have the game design skills are not necessarily the ones who have the backend skills. Think of all the games you've seen where you have a popup asking what you
  8. Hey guys, tldr: I'd love to know if any of you would be interested in a noBackend solution for turn based games. For you (as a game dev) that would mean just program 2 files for a game: client.js (all the game design) and server.js (the game logic, so that cheats are prevented) and upload them, and you would have your game online, with all the multiplayer functionality (login, invitation flow, game creation, notifications, chat) for free. These are not words in the air, most of the pieces are technically coded already. Longer version: After having spent an important tim
  9. Hey joerrey, So are you planning on using your own backend? Where do you want to host your game ultimately? on some platform website or do you want to make your own website/app for it? socket.io is def interesting. ruby can be good if you want to preserve yourself from coding authentication stuff and other things like this.
  10. multiplayer games are always on my mind

  11. It really depends what you are trying to do. Are you willing to have your own backend infrastructure? Do you want to handle authentication for your players? I am not sure I totally agree with the fact that non-realtime is trivial, there is still a lot of work to do in order to get to the situation where a game is setup between several persons. I'd be really interested in your needs actually because I am working on something that could solve your problems, but again the excat scope is interesting :-)
  12. PS: the article is very interesting indeed! Because I have been working on a turn-based game, I used a different kind of architecture, but the article was really worth reading.
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