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Everything posted by vamos

  1. I hope you don't mind me bumping this thread, but I still haven't found an acceptable solution to this problem
  2. Well one thing to consider would be if your game is sitelocked, then obfuscating the code is going to make it much more difficult to remove the site lock. Obfuscating generally does make the game slower. Not only you end up with more instructions, but you often end up with a program that's harder to optimize at JIT compile time. But if you only obfuscate the high-level logic only and not the low-level (framework) code, than you should be alright in most cases. Personally I use either my own framework or Wade for my games. The latter comes with a script to auto-obfuscate your games (or at least it did, I'm not sure about newer versions). The framework that you are using may have some feature like that built in.
  3. Well there is Construct 3 now, I wouldn't use an older version I like the Wade Engine better, it's way more flexible and it's free. But more code to write compared to Construct.
  4. Hello fellow html5 developers Does anyone know if there's a reliable way to play large sound files (like a background music track) via WebAudio, without having to decode the whole file first? The decoding process uses a lot of memory and on mobile platforms it seems to take forever. Can you recommend any viable alternative?
  5. I am not developing for facebook, so please forgive me if this is a stupid question, but... why do you have to do this? Isn't localhost always treated as a secure origin by all browsers anyway? Just curious, I don't understand how it works.
  6. This is very intriguing (and looks superb!), but I dont really understand the connection to ethereum. Can you explain to me how that works?
  7. vamos

    Wade 4.0

    yes absolutely! Long time wade user here and I think it's the best by far in my opinion. But it takes time getting used to, it is different and sometimes overwhelming because you can do the same thing in many different ways (traditional script, script in the editor, function attached to object in the editor, flow chart etc). And you don't know what is best when you start using it. The learning curve can be steep
  8. vamos

    Drop Blocks

    great game, very addictive! I like how you combined the retro look with the super-smooth motion of the blocks, nice job! I must go play it some more
  9. You can do that, I've used JSZip to do this same thing. No need for the File API as such, you can extract data from the zip as blobs or Uint8 arrays or whatever suits your needs. To be honest it does speed things up a bit, but there may be better ways. For example if you use HTTPS then the client can do batched requests, and that's a big speed up. The big disadvantage of the zip approach is that you can't cache individual files - if you need to change one asset, you need to change (and the client needs to re-download) the whole zip.
  10. Gameplay is a bit basic but as a tech demo it works really well and looks very polished! Could you explain how you actually combined pixi and three? Is it 2 canvases overlaid on top of each other, or are they both sharing the same canvas?
  11. I think you have a good idea there, but maybe you'll need to work a bit more on its presentation. Also your claim that these things cannot be done with other 2d engines is just not true. Just the other day I was reading this blog by the Wade guys that explained how to make this exact same normal mapping thing with their engine: A dynamic lighting shader for your 2D sprites I copied their implementation and had it up and running in my own framework in about half an hour. So it's cool but not unique. Like b10b said above, if you want people to use your engine you may want to explain a bit better why they would want to switch from their current pipeline to yours. The concept is good, it sounds like you have some good ideas so I'd like to check it out when you have some nice tech demos - but those need to show something interesting and unique like the blog I linked above or kevs3d etc
  12. I've got multiplayer sorted for my current game, but this looks very intriguing and I'm bookmarking it for my future projects. However I'd like to ask what pricing is going to be like after the initial alpha period... that's going to be a big factor in deciding whether to use it or not. Also is this something that would run on your server, or would we be able to, say, buy a license and integrate it with our node.js server so it runs on our machine?
  13. It's amazing that we can use something like this for free. Thanks for sharing! It looks as good as paid-for options. I will certainly try it.
  14. My server is authoritative, whenever a player wants to do something, the server must first say it's OK. Well, it's not entirely true... when a player wants to do something, there is code on the client that checks if it is a valid action. But there is also the exact same code on the server that checks the exact same thing. The player doesn't have to wait for a response from the server, if their local client code says that it's a valid action, they do it. But before it happens on the server, it's checked again, if that makes sense. So I am not worried about hacks, I think it would very difficult to cheat. The fact that it is not an action game, but more of a slow-paced one, probably helps too. I have not tried firebase, I will check it out. Like I said I'm not thinking about scalability yet. I have mongodb running on the same machine as my node.js server, and I know I can easily move that to a separate machine if I need to. I have read about people supporting hundreds of thousands of players with 1 single node.js VM, I think that is going to be good enough for me.
  15. Wow, this must be the best JS game I have ever seen. It looks great! Regarding shadows, some time ago I worked on a project where we used a technique called Trapezoidal Shadow Maps. I think it's a similar idea where you add more details to shadows near the camera, but it adds a distortion (to maximize details near the camera) that you can then reverse in your shader. I couldn't give you the details of the matrix maths, but there's a good article about the technique.
  16. I am using a much simpler stack for my "MMO". I say "MMO" in quotes because while it's going to be a multiplayer online game, it's hardly going to be a Massively multiplayer one. I mean realistically, if I'm lucky I can hope for 1000 concurrent players. It's not going to be World of Warcraft. Therefore I am just using node.js (with socket/io) on a single virtual machine on AWS. I do some nice things such as splitting the world into "rooms" to reduce bandwidth, but other than that I keep it pretty simple. I know I may run into problems if I have millions of players, but that will be a very nice problem to have, especially because it's going to be a game that people would pay to play after some time. I figure that if I make millions out of it, I will hire a small team of engineers to restructure the server architecture. Until then I will not worry too much about it. I wonder what other "small MMO"-makers are doing. Is Java a more common option than node.js?