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About ClusterAtlas

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  1. Glad you've found DigitalOcean! Anyways if you got a spare credit card w/ few dollars (required, but not charged) feel free to try out Azure, AWS & Google Cloud, too - $25 / mo on Microsoft Azure, 1 year. enough for small vps. - free vps w/ other stuff, 1 year. - free vps w/ other stuff, 1 year. - sign up using any credit card (visa/mastercard/whatever; prepaid cards not accepted) - just run an ubuntu linux virtual machine instance - use putty to ssh connect / winscp for ftp over ssh (aka sftp) to your machine, upload your server-side code there - install nodejs & npm on it - attach a public ip address to your virtual machine (usually done already for you, read their docs) - open ports so your services are reachable online (ie, open inbound & outbound port 80 or 3000 on your virtual network settings) - yes you can use uws or or even faye / faye-websocket
  2. @index: q.js, q-io.js, bluebird.js, asap.js, async.js, i18next, ejson, msgpack, underscore, lodash, highland, uuid-random, random.js, chance.js, faker.js, google maps, leaflet, openlayers, vexjs, express, koa, hapi, gulp, grunt
  3. I ain't @Arcanorum but I think you're in the right direction! Yes it would be node.js &, and yes a home server would already do the trick. Some points to consider: - Static IP for the server-side, so you can use / bind that IP & port in the client-side code. Hence when the players open / run the game in their mobile, the server will be reachable instantly. - A great / battle-tested RNG (Random Number Generator) so the game really operates on a very randomized environment - many can be found in npm - It would help to draft it on the paper first on how the server will gather players, how one player can be the host, how can the server identify the host, how can the host start the game, how does the server manages each turns, how the server handles unwanted disconnection & reconnection of clients, etc etc
  4. @index: Added CreateJS suite: EaselJS, TweenJS, SoundJS & PreloaderJS.
  5. @cloud4gamedevs: got some great feedback at Totally doing this, cheers!
  6. @index: added stage.js, cocos2d-x, playcanvas engine, atomic game engine, goo.js, crafty.js, whitestorm.js, planck.js; added description to all linked engines / frameworks.
  7. Linked this thread and the site @ Awesome collection man
  8. @index: Added three.js, ammo.js, cannon.js, p2.js, physics.js, stats.js, keypress.js, hammer.js, moment.js, moment-timezone.js
  9. - Basics, libraries, assets, etc. - Everything cloud-related, simplified for game devs. - Diagram drafts: Yup there's a lot of housekeeping & finishing to be done, hell at least the table of contents for the 2nd one already got drafted. I'm dedicating my whole next week to finish 'em. Cheers and thanks!
  10. I actually agree XD pardon my vagueness What I actually meant was to piece them working things (ie eventemitter3 & socket io) together into a client-side & server-side classes that both have their own common predefined events so they can work well with each othaa EDIT: I just re-read the main post, not sure if OP's creating a multiplayer one - hence he can just use eventemitter3 alone already OP, w/ eventemitter3 it's already enough to emit & handle events wherever and however the hell you want
  11. Welcome to the forums brotha! Check the link below in my signature, I regularly update it!
  12. Create your own! Craft your own object / class that does the both: - Emits the event locally (ie: when user picks up item, eventemitter3 can raise an event!) - Emits the event remotely (ie: when user picks up item, an eventhandler attached to the above eventemitter3 event SENDS / informs the server that ya picked dat item)
  13. One of the cutest games ever XD LOL