Paul Brzeski

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Everything posted by Paul Brzeski

  1. As some might recall, this was originally an MMO project. I've now split it into two strategic projects - one to deliver an engine (Langenium on Github) and the other to create the game's creative universe (Langenium-Universe on Github). I've come quite far but I'm still evaluating and incorporating new things. The most significant change in my work would be the change to Live2D for character art instead of pixel sprites. The retro look was cool but these much richer images will give me a lot of options for making characters react to environments and show emotion. Live2D demo: Unfortunately I'm halfway through a website rebuild so I only have my Facebook page as a landing site - You can play around with the current engine build at The button in the top left opens a sidebar that allows you to explore the various scenes.
  2. Damn! Let me know if you ever work it out! I've had some success generating textures inside the shader, but it would be great to do it with the full abilities of the 2D canvas. What was the issue that stopped you from looking into this?
  3. Hey everyone I'm trying to create a detailed pixel sprite for my game. I'm having issues working out the proportions and angle for the side view of the character. Many games seem to put them slightly off so that you see a "kind of isometric" view... but I'm thinking of doing a "dead on" side view like the last frame below, Does anyone have any advice as to how to get the proportions right? The character looks a bit deformed from his front/back look. Would I be better off angling him towards the player a bit more?
  4. I would suggest getting familiar with Node.JS if you want to do some server side stuff. Have a look into the following packages as well: - Socket.IO - Express - Jade for HTML templating - Stylus for CSS With a combination of these things, you'll be able to create a pretty kick arse HTML5 boilerplate to do whatever you need. As for the frontend, I'd say go with PhaserJS or ThreeJS, depending on whether you want 2D or 3D.
  5. Introducing the Langenium Staging server. Due to the website being bound to the same server, I've had to hold off on deploying the latest code. To get around this, I've setup a new instance. The new website is in very early days. The endgame is to unite all the frontend code into a single stack that can then treat the website and game as one entity - allowing really rich and interesting backgrounds for the site. The game client has also had some heavy work on water and clouds, as well as a better camera. If anyone has any questions fire away Screenshot of game client on staging: Screenshot of website on staging:
  6. Getting too stuck into the nitty gritty and laying out long term architecture before he even knows what parts of the game to build has it's own share of issues... especially if this is a hobby project where maintaining your own interest is key. I'd suggest setting milestones that can be achieved: Create a basic HTTP server for serving HTML/css/etc. - Can you serve your own client?Create a client-only representation of your game's viewport or client or even just a dev console for yourself - Do you have a prototype of your game client sufficient for your tests?Create the bindings in the server stack and test messaging between client and server - Can you message between visitors to your client and the server?Develop concurrency between multiple active clients - Can the visitors communicate with/see each other?The most important thing is to have fun and make sure you balance the creative process with your own ability to deliver the work... to yourself or whoever. Don't over-think things that don't seem too clear. Especially when trying to implement creative stuff and you don't have enough experience or thought on the method to get it done. Games design is hardly a science... it's kind of like the 'artiest' form of programming. There aren't really any rules, just some cool techniques and ways of doing things. What rules apply all depend on the project itself. In my own project, I've started creating a sub-structure of files for prototypes that can be called up manually. They're isolated from the rest of the server and client stack, but they allow me to utilize running code and existing variables to play around with completely experimental ideas and features.
  7. Amazon is such an enigma! I've been a very happy user for over a year now, using a free/budget instance as a DEV VPS. The first year is free if you just want a basic 'micro' VPS with 50% CPU priority. That said, with a realtime multiplayer game you probably don't want to have CPU throttled when you're trying to make sure everything's working properly I'd strongly suggest forking out an initial $50~70 reservation and going for the smallest paid instance for 100% CPU priority. It's only a 1 core Xeon, but on the micro you only get 'burst' style priority (which gave me a lot of weird issues during playtesting).
  8. Jefta kree! Are you talking about 2D or 3D collisions? There are various frameworks out there but it depends on what library you're using to draw with. It also depends on whether you're talking about a server backed environment for a multiplayer game where concurrency is required... I gave PhysiJS a shot once, but had some issues trying to get it running server side. It was easier to just manually calculate certain collisions I was interested in than trying to make a fully dynamic world.
  9. +1 I use MongoDB and it's a joy. You can either communicate with MongoDB via it's API (if you're sticking wtih PHP) or if you happen to be running Node, you can use a wrapper like Mongoose
  10. Here's a look at the latest work done on my game Langenium. I'm using some shaders to procedurally generate the clouds on a sphere and the ocean on a plane. Most of the work in the past 2 months has been to move to an MVC style architecture, but I'm now working towards a new website design which needs the game as a backdrop. Code is available at Feel free to drop me a message if you have any questions. More information about Langenium is available at the website and the Facebook page - Procedurally generated ocean and sky, Website mock-up using this new look,
  11. They're just extending the object PIXI itself, by the look of it. The way I'd do it is create a creation function that acts as the basis for your 'something' (in your example it would be PIXI a function fired when you instantiate it). Here's how you might do it from scratch (just writing this off the top of my head, sorry if it doesn't compile) // mySomething.js var mySomething = function(){ return this; }; // mySomething.doStuff.js mySomething.prototype.doStuff = function() { // stuff }; <html> <script src='mySomething.js'></script> <script src='mySomething.doStuff.js'></script> <script> function onLoad() { // create a new instance of mySomething accessible in this scope var mySomething = new mySomething(); // we are able to access doStuff because it was added in mySomething.doStuff.js mySomething.doStuff(); } </script> <body onload='onLoad()'> </body> </html>
  12. But that's exactly my point. I'm saying "Start small, dream big". I'm not disagreeing with a rational start, but it sounds to me like you guys are saying don't bother dreaming until you have fixed resources, assets and people working for you... which is ridiculous because that is not the only path for success and it's a pretty rare scenario that tends to happen in the 'publisher' based scene, but probably not so much for entrepreneurs and start-ups. When you're doing stuff for yourself, you have to play the part of both the consultant and the customer. That means you have to come up with crazy out there ideas as the stakeholder, and then rationalize them as the consultant and find a way to make it happen. I think that too many people get trapped in the mindset that they are just the coder/designer/developer when they are actually also the customer - which means that they too need to be kept happy, interested and engaged - not with the work itself but it's potential. EDIT: I seriously can't comprehend the lack of imagination and passion in what I'm reading in these posts. The OP asked a simple question about a project you know nothing about, and the first response was to deride the whole idea. When I mentioned the card game RPG turning into an MMO - I wasn't talking about some strange Puzzle Quest clone, I was implying something along the lines of Warhammer or D&D. The 'universe' and game rules are re-imagined in a new form. If no one bothered to attempt the impossible, literally nothing would have happened in human history. No one would've invented planes, we never would've landed on the moon, etc. etc. Instead of shutting down someone's ideas in a community like this, I think we should try to help each other find ways to make it happen - especially if you have no idea who the other people are, what their background and connections are, how much money is riding on their backs, etc. etc. EDIT 2: The internet is also a global audience. Penny Arcade IS the damn gamer audience. So are the people reading CTRL + ALT + DEL, any manga site, XKCD, Gizmodo, Kotaku, Joystiq, CollegeHumor, Machinema. So is a large chunk of the demographic on Something Awful and Cracked. You need to have a serious lecture on internet marketing and culture if you think that there is no room for new franchises and ideas built from people's "garages hobby projects" in today's world. Web games have even made a in-road to MMO-land in the form of Runescape. What I want to see is the cross integration of world ideas - I want to see someone creating small mini-games in their own fantasy world and then create a dungeon crawler RPG that eventually goes multiplayer. I want to see someone create a bunch of web based accounting tools and educational games and then suddenly have the idea to create an online real-world economy MMORPG that teaches school kids about the world's economy and business ethics. I want to see a humour site create their own little characters and provide something like Conker's Bad Fur Day or Toonstruck. I want to see Cyanide and Happines realize they have an audience of millions and create a world built from their gags and sense of humour. It's all within reach if you put your mind to it, find the right people, make a plan and go for it. You'll fail, and fail, and fail. As long as you always progress though, and give yourself ways to progress, you will progress to your goal.. and might even make it some day!
  13. I know, but what I'm getting at is that as web developers we shouldn't box ourselves and our abilities based on past successes. With a global audience and a persistent, multi-platform presence... we have the potential to build and grow both games and entire franchises. This can be done full time, in our spare time, part time with other work or even as part of studying. If you manage to build a community of several thousand people with your friends, that is already a great basis to then build a business on. Web games may not have many examples yet, but just look at websites like, Newgrounds, Penny Arcade - these are all small ventures that went big due to natural growth and evolution of their product. I think web games should be developed with that mindset - to continue to grow, whatever that means to you is up to you The Massively doesn't have to happen with a big launch. I think that with hard work, good ideas and community support, anyone could achieve similar if not the same results. Just to imagine some examples, You could make a card RPG, which eventually evolves into a small realm multiplayer game and then becomes a true MMO.You could make a poker tournament and then a rhythm game that streams from Soundcloud. An audience eventually starts to develop, giving you the potential to use your old assets and code to develop a new product - an online FPS. And I know that this is all pretty biased positive thinking, but I'm just making sure there's a counterweight to the rational argument Programmers are people that need passion in their work too. Oh yeah! And let's not forget Runescape I dunno about them from a business point of view, but they've been around since I was in high school and they're still doing great stuff. EDIT: Just looked them up, it was made by two brothers as a text MUD in 2001. This idea eventually evolved into the 3D Java based MMO it is today.
  14. Why does the entire ocean have to be synced up between players? Maybe all you need is for the reflections to match, which is based on objects. And I disagree on that last point... I think the only limiting factor is the imagination and dedication of the people involved. EDIT: Not all of us are treating our games development with a business model. Especially in the web space, I think it's important for independents and hobbyists to pave the way for innovation by putting in their own time to discover new techniques and efficiencies that simply wouldn't have happened in a larger and dedicated team. Which one of these two you fall into is up to you I guess. EDIT 2: Here's some recent examples as well, - Minecraft easily has more content than traditional, high budget games... even some MMO's - Community developed mods and content have been around for ages, sometimes without any assistance from the devs. Imagine if indie's emphasized user contributions? - Pretty much every game pre-2000 was made by enthusiasts, a lot of gameplay elements came about due to necessity rather than intent and those games benefitted and suffered from this. I think the games industry would be a much more boring place if we didn't have technical and time constraint limitations to creatively overcome.
  15. I think that procedural generation is going to be the compromise solution for content delivery for the current paradigm - for textures and more complex geometries. I'm currently creating an animated ocean with normal/specular maps generated in the shader. The procedural/GLSL approach can achieve a level of detail that pre-rendered textures and models would take hundreds of MB's to deliver.
  16. Re-phrase - Re-creating a traditional MMO as is currently expected, that is definitely a challenge. Creating a scalable multiplayer environment, a bit like a chat room for say 40-200 people a pop? Not as impossible EDIT: The "Massively" part of MMO is a bit misleading I think. While it tends to imply vast and explorable sandbox worlds, I think that for web games we can "re-imagine" this a bit as games having a multiplayer component with a playable area in which all the players can interact with one another. EDIT 2: You could build a prototype with a small team in 6 months and throw it out as a public beta and early build. That beta could then take community feedback and be scaled out into a larger game over time... I think that this is the real beauty and potential of web games - it's a bit like walking into a pizza shop and being able to watch them make your pizza.
  17. I don't see an issue with streaming the content to the browser? Have some placeholder materials and models and then AJAX in whatever you need to as the user traverses your world. You could easily integrate this with some LOD calculations et al. You could easily achieve an MMORPG or something simpler just by taking advantage of the standard web techniques.
  18. I've had a bit of success thanks to the Mirror examples going around Here's a video of my new water effect,
  19. I just discovered the border-image property in CSS3 and thought I'd see what I could do with it. As I mentioned in another thread, I really want to have sweet, styled up buttons and borders in my game and website UI. Here is the final result achieved with an image background (this is in place of the full webGL scene I will have there). Source code is attached. These two images are all that's used. The central black area has a slight transparency to it, and that's what's doing the transparency that you see above. I used this free tool to play around with the section positions -
  20. Below is a concept for a layout I'm looking to build. I'm going to use SVG to create the background images for the panels etc. I'm still working on the final look though, but I thought the rivets and metally texture should give enough of an idea of what I'm getting at It would be really cool to leverage of the code that builds this an use the same background textures on UI elements through the game UI and where relevant in the website's UI. Oh yeah, and the background is going to show an in-game feed and you'll be able to hide the UI to view the background. Further down the track, I'll look at scripting up battle and cinematic scenes to show off in different areas.
  21. I'm not saying throw out the normal HTML skeleton I am just really sick of all the clean rectangular boxes on the web ... Simply replacing the 'background image' that is the same box with one corner slightly pushed out and shadowed, suddenly gives the thing a lot more life But I'm also sick to death of having to chop up static images and staple them on with CSS... SVG seems like the natural solution to this.
  22. I've had good experiences with Raphael.JS. Their site has a few good examples that I think hold up quite well, even in IE8! Interactive chart - Color picker - Easing animations - There's also d3.js that is a bit more hands on but can deliver pretty incredible results. You could easily imagine this as the homepage for some kind of multiplayer turn based strategy - Github visualizer -
  23. Yeah! Some people 20 years ago got it wrong so let's never try it again! Edit: SVG is an open standard that is acesssible. SVG can also be implemented in so many different ways to enhance your production capabilities. With the right preparation, tools and mindset I really think that it has the potential to open up new ways to present content. Not in a way that alienates new users, but enhances and 'delights' and 'wows'. I'm only talking about websites that present games, news about your game, community portals and messageboards for your games, etc. Here's some examples of SVG implementations in the wild. I'm not saying that any of the are the right approach, but I do think that we should have a set of tools and techniques with which to conceptualize, design and build things that can unite both the imaginative design aspects with the programmatic objective. SVG and webGL are becoming very easy to quickly throw things into and play with immediately. When building things that are animated and interactive, I think that the way we need to address the massive overheads in production and the level of skill required to create a good result. The availability of tools like Illustrator, Inkscape, Blender, Sketchup, 3D Studio and the community and history they come with provide us developers a way to skill ourselves up for the concept and design process. Building games for the web, I think we have an opportunity to investigate the full realm of web technologies at our disposal to find new ways of doing things that can deliver similar results to projects with larger teams and budgets. To me, this is absolutely vital to the success of my game. Edit 2: And don't forget that we are dealing with an international market. I'm not an expert on Asian markets, but from what I've seen of Chinese/Japanese websites, software and gadgets, a more 'console' or 'game title screen' approach might actually be welcome. I think my point might also have been misunderstood in terms of execution - I'm not saying do your whole site that way either. Maybe, all you need is a really subtle, scalable SVG background of an animated alleyway with some flickering lights, smoke effects and a cat walking along a fence... for some kind of point and click crime-Noir game? Think also about the amount of time and effort it takes to create really sweet buttons and borders in Photoshop... wouldn't it be great if we could break that up into logical pieces and build it programmatically, allowing us to scale it and utilize the same smaller set of assets in a wider variety of ways? I know that CSS and divs can theoretically do this... but SVG can do it nicer, and throw built-in filters to boot.. and then it can animate it all for you with CSS transitions.
  24. Yeah... it's definitely a fine line to balance. I'm not advocating throwing everything out the window for the sake of it, I'm just saying it's worth challenging traditional concepts of design if you can finds ways to make it 'feel' more like your game. What that actually means is completely up to you though I have to stress that I'm not suggesting that all websites adopt this - I'm just saying that if you have a website that is the face for an online game, also hosted by that website, then it would make sense to create an experience that's more akin to gaming - i.e. large animated text, animations and transitions. Have a 3D t-Rex run past your screen and take a chunk out of your logo if this is a web based Turok clone. Everytime you click on him, he gets angrier and eventually smashes up the whole website. I'd say that things like console dashboards, any kind of display intended to be used while driving, etc. would be a good touchstone. You also have to remember that web games have a potential on the mobile/tablet market, so it makes sense to create more engaging/styled up content for game sites. I think that we've come pretty far with web standards and that these things are possible while making sure that semantic markup is available and that the site remains accessible and usable. I don't think the examples I gave are particularly revolutionary in concept, but it's the amount of labour and expertise currently required that makes it a huge hurdle for independents and start-ups. I think that SVG and webGL provide an opportunity to finds ways to streamline the design/dev process - especially with SVG because you can literally draw that in Inkscape and easily script it up with CSS and JS. Tools like Blender and Sketchup have also made 3D extremely accessible, so I think that it's only inevitable that we're going to see that used more often and in more diverse ways.
  25. As an indie developer trying to work full time and build my own multiplayer game from scratch at night, I feverishly try to come up with more efficient, powerful and flexible ways to do things. This is particularly important because I have to play a number of roles including product owner, project manager, developer, tester, designer, script writer, audio producer, artist and many others. I really want to make my game customizable from the get go - I want to leverage of others involvement and let them influence the creation of the game by making their own assets, missions, artwork, etc. To get there though, I think that the 'web 2.0'/HTML5/semantic web/assorted best practises haven't quite evolved to easily produce the kind of user engagement we need to make websites that are fun and amazing - all the time. To me, website layouts and designs today seem in line with trends in the magazine industry, with many limitations seeming to stem from the lack of understanding of interactivity on the designer's part. SVG's seem like the biggest missed opportunity of the recent web 2.0 paradigm. Here we had an open graphics format that could be drawn in a professional vector program like Illustrator or CorelDraw and then easily be injected into the DOM but we didn't realize just how much power had been given to us - most devs were too busy exploring the new ability to create single page applications and stuck to that. I'd say that HTML5 games to me aren't just about the actual game, but about the entire experience of your site. So instead of having a 'Flashy' website and a game client, I think that as web game developers we should be looking at creating experiences more akin to consoles. Visiting your website should feel like arriving at the main menu of a game on your Playstation of XBOX. There is no reason that you can't provide the same complexity and detail, I'm just arguing that the overall look and feel needs to be more "game-like" - throw some gimmicky gadgets in there! As my game is a sci-fi with airships, I'm considering building a 3D cockpit and utilizing the controls and screens of the cockpit as the website. The viewport would provide a stream from an in-game camera, meaning that all visitors to the site would immediately feel like they've just been dropped into a cockpit and are watching a scene unfold in the distance. The real power of SVG, I think, is that it unlocks the ability to quickly create high resolution images just by compositing some vectors with some noise and fills. You could have a vector stencil for some neat looking sci-fi futuristic borders and then programatically create the interface, compositing perlin noise against a metalbrush texture. You would then be able to easily call a high-res 'game looking' button without creating individual assets. I don't know if that's the right way to go about it though, I would really appreciate some discussion and feedback from others about this