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Buizerd last won the day on February 29 2020

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  1. Ninja.io uses the Pixi.JS graphics library, the Box2D physics library and the Howler.js audio library. The Ninja.io game servers run on Node.js. Each ninja.io game can host up to 12 people, and individual games run in separate child processes that are generated and cleaned up by a parent server process. The number of servers depends on demand. All server and client code is written in JavaScript. The API was written in PHP.
  2. The Android app is now available: https://play.google.com/store/apps/details?id=io.zapper.zapperio
  3. Two of my games were made with Pixi.JS. Zapper.io This is a snake style MMO that I released about 2 days ago. It features procedurally generated creatures and uses various filters to visually enhance the creatures. You can find it at http://zapper.io Ninja.io This is a multiplayer shooter with 3 game modes(currently), lots of weapons and many different worlds. This project has been online for a while but I still consider it to be an alpha version. Play at https://ninja.io Ninja.io world editor The world editor for Ninja.io is also made with Pixi.JS. It has lots
  4. Zapper.io is a free massive multiplayer online game. You can play it here: https://zapper.io Android app is now available: https://play.google.com/store/apps/details?id=io.zapper.zapperio It can be played in the browser on desktop and mobile devices. The game is fundamentally different from typical mmo snake-style games in several ways: - Players can always attack other players and bite their tail, although head-on collisions with larger players result in instant defeat. - The world is covered in an electrical grid that provides players with a speed boost. - Zapper worms are pr
  5. Alright, another year has passed, and I still consider Ninja.io to be in public alpha. I've decided to devote more time to this project in 2020. A lot of additional features have been added, and the player base is steadily growing. Here's a list of major changes: Settings menus have been added for video, audio and controls. Keyboard bindings/customizations. Major optimizations to the rendering code, especially the world geometry rendering. It also helps that Pixi.JS keeps getting better. The world editor has been improved. While not publicly available yet, i
  6. So it's been almost exactly a year since my last update. Ninja.io is still under development! The UI has been significantly overhauled. New weapons, maps and sounds have been added. I've also added 'Party mode', allowing players to create public and private games. Since adding party mode, the game has seen a significant increase in the number of players. Unfortunately, the number of concurrent players fluctuates enormously throughout a 24 hour period. From a low of around 20-30 CCU in the early morning to peaks of over 250 players in the evening. (European time) This made me r
  7. Well, client->server updates are limited to ~30/second. Equally, the server updates the clients at ~30hz. Since the actual physics sim updates at 60hz, every step inbetween is dead reckoning. I've already made it so that clients only send keyboard and mouse input to the server. The reason you're seeing more traffic is because the direction that players are aiming at will have to be updated based on current mouse position. For a shooter like this it's critical that the direction the player is facing is updated at a high rate. In order to reduce network traffic, floating point value
  8. Press H to display controls. There you can switch between AZERTY and QWERTY layout. I've updated the graphics library today. It includes an optimization that improves the rendering speed of the map. In addiction, I've throttled down the miner which should improve performance on slower systems. Unfortunately, since the server is located in Western Europe, latency is inevitable for many players outside the region.
  9. Maybe. As you can probably tell I'm mostly a software dev and not much of a designer. Feel free to message me about your ideas.
  10. I have no idea. I literally get no response from miniclip or any similar company whenever I email them about a possible partnership. Advertisers are not interested because the number of players that I have is below a certain threshold(20k/day or something). I regularly have thousands of players a day and 80/90 simultaneous players, but apperently that is not even 1/10 of the amount required? Due to the nature of running a physics engine the game is probably more costly than most to run. Hence I can only support ~100 clients with current server capacity, which is apparently way below the th
  11. Hey, it's been a while since my last update. Here's what's been going on. The ninja.io website has had a couple of upgrades. I've added player profiles and a ranking system. Players are now ranked based on their K/D ratio, which is weighted as a function of kill count, maxed out at 1k. In addition, numerous fixes and updates have been made to both the client and server to improve stability. Kinematic object animations have been added, allowing moving platforms and rotating structures. Also, new maps have been added. The number of players has recently been increasing. Peak mom
  12. Thanks! You can now test the new dev version. Major changes include the addition of sound effects, weapon & item updates, UI changes, AZERTY keyboard support, weapon tweaks, library updates and numerous bugfixes. Keep in mind that the server is located in Europe, so players from other continents might have latency issues. I've been distracted by other things, but finishing this project ASAP has become a main priority of mine again.
  13. I'm planning to add configurable controls and various keyboard presets. Physics are updated by both server and client at 60 hz. Positions, rotations and forces calculated by the server are leading and they are synced with client at 30hz. Yes, the math is non-deterministic. I also reduce floating point precision to 3 bytes before sending across the network to save bandwidth. This will inevitably desync the client and server a little, but since they are synced at 30hz this is generally barely noticeable. One remaining problem is the case where a client player will stop runn
  14. Ninja.io is a fast paced, 2D multiplayer shooter inspired by games like Soldat, Unreal Tournament and N-game. Currently implemented game modes include Capture the Flag and Deathmatch. It uses the Box2D physics engine to enable convincing rigid body simulation. Players can make various moves including backflips, rolls, proning, running, flying and crouching. The game is still under active development and I'm willing to devote a great deal of time to finishing this project. I've made a test server available and you can join it by following these steps: - Go to
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