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Everything posted by The_dude8080

  1. Oh I see. I think I understood the server as renderer. In node.js I used to do something like this "jade.renderFile("path")(...)" (I was using jade template). I had no ideia of the whole relation Server <-> frontpage. Was very very clarifying Yeah heard of CDN before but didn't know much about it. In the same node.js experience I also set different paths that I should the only one able to access. It was something like the one you said actually "/admin" (pretty common I guess lol) but I never actually made it only accessible be me. It was all on the "public" part since I never really made that web experience public... But the path was still different and If that ever came to public I suppose I had to made that location "private". I find that website optimization very interesting. When the render process is optimized in a way that it loads the information as fast as possible sometimes, as you said, predicting what is supposed to load before even loading it. Very nice indeed. Never made a mobile application (tried playing with html5(phaser engine) -> webview using intelxdk) though... not native mobile app but I think I understood what you mean. Your knowledge is astonishing
  2. @mattstyles lol you only helped a "liiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiitle" Well I see that there are different websites and to achieve those different types there are different approaches. For what I understood there are very simple websites (like blogs) with a minimalistic interface where the owner publishes his "blog" entries and images in a single webpage and those kind of things. I didn't understand what is the role of the server in those websites if there is any actually. In my mind, exageratting a little of course, server = logic (parse information, gather user stuff ). How does a server rendered website relate to visuals? To the way you see the webpage? Isn't that solely related to front end code? I have little knowledge so sorry if this sounds really noobish... What do you mean by something more "appy"? I mean what changes from designing these type of websites where you use react,vue, etc to the more simple "blog" websites? Bootstrap seems interesting. I am not sure if it is possible but I what I would like is to only write the code of a page once. The page should be presented the same between mobile and desktop devices in terms of scaling and visuals, generally talking. Yeah I think I understood the animations part in terms of more simple animations ( translations, etc; I have used Jquery in the past). What about those websites where the whole website is an animation? Well what I mean by that is for example if there are lots of things moving in the background and you can interact with stuff. Could the whole website be a canvas element for example? Take a look at this one for example : Really cool interaction
  3. Hello. I am learning coding in general by myself. Been into a little of gaming design already and played with javascript, html. I am never done anything related to website design in general. I was wondering what are your approaches on doing it (visually only). Do you use pure javascript and css? How do you handle window content scaling across diferent browsers and screen resolutions? Is it with "%" values on css? And what about complex interactive website animations? Is it css solely? Sorry if this sounds too broad but would actually help me quite a lot to get some different opinions about all these.
  4. Seems interesting. I guess that you need to have in mind the processing power of the machine that hosts the server. If the server is under huge traffic it would require a powerful one. Right?
  5. I was wondering how those are made? The attacks detection. Hitboxes on stickmen arms and legs etc?
  6. Did you load an entire map and then select what to render? Is is like a map array?
  7. can you earn from advertising and such in those cases?
  8. Well this is kind of a really noob dought. I have never put a website online and of course google can help and it helped already but I wanted your opinion. Can I host my website for free? Using what?
  9. That is a good question. I would follow others advice of not taking "known" sprites. It is better to make your own...
  10. Hmm then if map is something like this: var map = [0,0,0,0, 1,1,1,1, 1,1,1,1, 0,0,0,0] // Would you do something similar to this? function GenerateMap (player_position) { for(var x = 0; x < map.length; x++) { if(player.position.x > 300 && player.position.y > 300) { // just random values if(map[x] == 1) // add the sprite equivalent to type "1"; if(map[x] == 2) // add the sprite equivalent to type "2"; } } }
  11. Hello. I was wondering how you handle huge maps in a game. I am more like a phaser user but I guess the idea behind it must be the same too all other cases. I know phaser bitmap has a limit size (it seems like it) so I can't just load millions of tiles into a bitmap for example. I can't load them "one by one" in the game because that would make the fps horrible... so what? Should I create lots of bitmaps and load them according to player position in the map? Like some kind of "map pooling"?
  12. I agree with you. Just wanted some feedback
  13. Hey. What do you think is the best option ? I know there won't be probably a "best" option but what would you guys choose? Babylon seems more complex than playcanvas but that might bring some more advantages to the table as well idk...
  14. this might help
  15. Everything you are asking is done the same way as in a "normal" game where you, or other players, take control of a character. The only difference is that every "player" there is code-scripted. But for collision checks and knowing if player is visible or not is not dependent on whether you are controlling it or not. It is part of the game environment itself. If you are talking about 3D fps physics I would guess that visibility is conditioned by vectors, raycasting, that type of stuff.
  16. Hmm I see. I would do something like this: You should call this function in your create function. function DollarCheck () { var randomx = (...) var randomy = (...) var dollar = game.add.sprite(randomx,-18,"dollars"); if(dollar.position.y >= randomy) { dollar.kill(); // if you want to kill the dollar DollarCheck(); } } This way at the start of your game a dollar will be created (don't forget to apply gravity or velocity or whatever). When the dollar goes past the randomy the function runs again. If you want the randomy and the randomx to always be the same random just put make them global like you did
  17. But the object userlist, when a new player connects, won't it only contain the new player? All the other players previously connected will be in that "userlist" since a new variable is spawned?
  18. Greetings. I am trying to create a multiplayer game with Phaser. I need some orientation though. I was wondering how do you create a list, which can probably be an array or a js object that stores, in the client side, the connected players. I would need that in several situations => for example, when a new player connects I would check that list and create a new players according to the information stored there. I am not sure how can I create such a variable that would keep all the players info because when a new player connects I think that the variable is generated again which means the previous players information will not be contained there. Also, about the physics, how would you take care of collisions? Should I implement normal collisions in the phaser update loop and then with collision callback send the data to server and take care of it from there? And for example phaser physics gravity? How should I take care of that in a multiplayer game