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  1. Just use http-server... npm install http-server -gThen navigate to any folder in your terminal and run "http-server". Now you can visit http://localhost:8080 to view the contents.
  2. Since this it's a side scrolling perspective you're probably not going to want to rotate the sprite of your jet. On your sprite there should be a jet facing right and one facing left. If there isn't then you need to get one on there. Then when you detect that the facing direction has changed you need to update your jet's srcX and srcY to show the correct image on the sprite that corresponds with that direction. Then in code you need to update the jet's srcX and srcY inside the part that you're detecting left and right keys. Similar to this: if (keyID === 39 || keyID === 68) { // set key value jet1.isRightKey = true; // update sprite location jet1.srcX = 0; jet1.srcY = 500; // prevent page from srcolling e.preventDefault(); } if (keyID === 37 || keyID === 65) { // set key value jet1.isLeftKey = true; // update sprite location jet1.srcX = ??; // you need to figure this out jet1.srcY = ??; // you need to figure this out // prevent page from srcolling e.preventDefault(); }
  3. Do you have public page with your original attempt on it? I'm interested in seeing the sprite. And by the way, is this a side scrolling or top down perspective?
  4. I agree! I started working in WebStorm recently after getting into TypeScript. Now that I've figured out a good workflow, it's a very nice experience. I think I might even prefer WebStorm over SublimeText.
  5. The first step to knowing something is realizing that you know nothing about it. (or something along those lines) Thanks EmployeeNumber8.
  6. I've dropped that WebGL2d lib into a couple of my games and it's quite impressive how smooth and responsive it makes your canvas feel. I really like it. I'm just a little concerned that the github repo hasn't been updated in like 2 years... not sure if that's good or bad. What's really cool is that it's like a one line change to use the special canvasContext and that's all you need to update to use it.
  7. Awesome, so far I think everyone has posted very valid points. @Quetzacotl It sounds like your also talking about integration testing. (check that if player A shoots bullet and this bullet hits enemy B, then enemy B lose HP) You could also have unit tests that would test to see if a player CAN shoot and CAN loose HP if damaged. I especially agree with your last paragraph too. I would also like to add that the tests from TDD can act as a test harness for large projects. So that changes to core elements can be made while making absolutely sure that the game still works as it did by looking at the tests after the changes. I guess this is also a form of regression testing.
  8. You need to make your server authoritative over the clients. Which means you need to move the logic that controls the slot's position and player coin counts onto the server side if it isn't there already. Here's a quick timeline of events: User pulls down lever or whatever to start the slots spinning. Start spinning animations. Client send request to server for final resting slot positions. Keep it simple request like "getPositions" or something. Client receives resting positions from server and resulting player coin count from server. Slots animate to positions received from server and update coin count display. Basically you never want to have to trust the client for ANY information. There are a few exceptions like user login/forms.
  9. Yikes, didn't see that detail, that sucks...
  10. Hey everyone, I've been getting into TDD (Test Driven Development) at work and I've seen how it can be very valuable to a project during development and later on during maintenance. So I was curious, has anyone applied TDD to game development? If you you have any examples or tidbits that you can share that would be awesome!
  11. @flash1293 Heroku does support nodejs @yhoyhoj That's an excellent question. It does seem a little pricey after reading their pricing FAQ Most of the time the reason is due to the infrastructure that's required for cloud hosting. If you say you want 512mb of ram, they have to make sure that all the other nodes that your site could run or fallback on are also capable of having that much ram free. This also takes value away from their other customers and available nodes; this is what your paying for. Now with VPS, so you don't have to pay for the overhead (other servers on the cloud - there is no cloud). If you want stability, ability to scale, and you're not sure how much traffic you could have, you should utilize cloud hosting. If you want predictable billing and have a preconceived idea of how big your app could be and how much traffic it could have, go with VPS. It's up to you and your app requirements really.
  12. gin5eng


    You're right, I've never used it. Maybe you can help us get started...
  13. The only one of these PaaS providers that I've sort of used is Heroku. They all have a free pricing option(s).
  14. Meteor is probably ok for turn based. But it's scope is limited. I would just learn and implement with node.js/ so if you want to move onto something other than turnbased later, you already know how to use node.js and