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Everything posted by losthope

  1. I think I understand. You want the portal system be at the same time an invitation system. Both ideas combined. Recovering the game state from the browser local storage is actually good an no personal data protection problem. I don't really need that ping-pong-persistence I wrote about. So let's forget my text. My (now invalid) concern with method=get was, that going through a portal is something that one player does at one time, and therefore a link that gets seen in the address bar and revisited would be a confusing thing when developing. But when that revisiting the link is on pur
  2. I'm not yet really sure if I can get my part good enough, but I want to try it. Here's what I came up with: I think there should be an opaque part ("session", other game knows about internals) and, on the other hand, a transparent part with "shared" variables. "session" means a portal session for linking two places together. So there can be several sessions. The reason is that I cannot really choose meaningful coordinates, and the coordinate range/validity could change or something could be added. So all things should be packed in a session that is opaque to my game, and your game ge
  3. Ohh, I totally forgot about this. Now I get it. Man.. thanks. That is why "automatic/toggle speed up..."... I think maybe I could try to get the "^" and the "<" button on the same x or y (**), and then allow moving the thumb onto the second button. Or just the automatic speed up when it's mobile. You're really right. (I'm checking for mobile with "pixelRatio > 1", because the other way of checking is a very big regexp on the useragent. meh..) Thanks, looking forward to hearing from you any time... Kind regards.. Edit: ** That was a vague description of different thin
  4. Thanks! If by fullscreen you mean it allows to hide the address bar (swipe up) in chrome on android, this is fixed now. Landscape mode buttons on two sides: Did that too, but I'm too clumsy to know where the ideal button positions would be for the thumbs. Automatic speed up, hmm, this would need some conditions maybe. "break": kind of done, there's a pause button now that also sets the speed to zero. You can write it in the rubies.live thread if you'd like to keep things AoR-related here. This is a good idea. Would the link be like plainsofvr.com?map_position_x=12345&map_position_y
  5. Hah, great. I didn't come far but I like the 1/2 jump concept and the look of your game really much. In some countries the place of the Z and Y key is swapped , and then the control isn't that easy.
  6. Oh, the textures are loaded in time? Maybe something didn't work, or maybe I was too picky. Thanks for the PeerJS advice. What's your AoR roadmap? (would be my question) Oh and.. can it be third person, more like "little things"? When I think about AoR (age of reptiles), I feel reminded that I liked the look of Dragon Quest Builder. Not just the polishing, ... the 'non-first-person'. Irrelevant, just some thoughts. My hobby game is rubies.live, I hope I get it to look like Turrican or Cdogs... I mean.. it should offer something. Could be fun. Kind regards...
  7. Whoops I got killed by a Raptor. I see that it is pre-alpha and some trees are just too big to fell them with your hands normally, but the world is cool. It has some modern retro (I mean.. like 2007 mc..) feel. I'm not sure I like being eaten by dinosaurs, but I guess I wanted just to help the big helpless saur and it was my fate. About the trees... is it actually possible to get them not blurry but pixelated from near distance? Some of the blur would be the only thing that I don't like as retro effect, pixels and voxels look just nicer to me. Cool game!! (Interesting what you m
  8. Thanks for the feedback. ☺️ I didn't want to reply/bump my thread without adding something to the game. It now has some basic multiplayer and some bots that walk through the mazes where you're supposed to look for lazer ammo gems. The gems look now more like gems, they look a bit flat now, and they rotate. And I replaced the "landing on planet" text by "go backwards on planet", I somehow thought of a SpaceX rocket, but I suddenly understand that shuttles actually don't do this.
  9. Played it, it's a very nice idea and work. I clicked some uncooperative things and found the comb and not the hair pin. I felt like it because it's a cat story. Doing more cat things would be cool, eat, sleep and recreate, go outside. But I haven't played it enough yet. It doesn't look shitty, just unpolished, it could be drawn again by a professional or with some more time.
  10. 1) I don't know how to place a brick. I clicked on numerous places with leftbutton, in both modes, but it didn't put a brick anywhere. I guess I need to claim my place first? I jumped into some sandbox, I mean a frame made of bricks. Am I supposed to build something or is it more about the ethereum thing and trading something? 2) The jumping with SPACE brought me on a higher level, but gravity didn't pull me back on earth, well, only when moving again. Chrome, Version 67.0.3396.87 (Offizieller Build) (64-Bit)
  11. It's an awesome game. ... I find level 4 too hard at the moment.
  12. It's fun to play that domino matching game, the first one. I haven't tried the other ones. I don't know any domino game rules yet. So, somehow I think your site could benefit from the tutorials being easier to read. The red shadow of the font makes it a bit difficult to read, the text looks a bit lengthy, and maybe there could be some illustrations. (At least) In "Block Dominoes", it could be made more clear when it's my turn, and when the game decides that I haven't got any matching domino have to pass anyway. I felt a bit overlooked. When it's my turn and nothing on screen mov
  13. i was unable to start it in firefox, windows 10, adblockers deactivated. clicked and pressed a lot of keys
  14. Looks appealing and artistic, the tutorial would be good because I need to recollect what I know about bees at all. My assumptions now are: I play a queen or sister, the huge bee there is maybe called a supersister (Wikipedia...). A forager will bring pollens to my hive. A builder will increase the number of cells in my hive. At some time new bees will hatch. In a multiplayer game I'll signal my colony to attack. One pollen looks a bit like a honeycomb cell. I don't know what nursing is because all I know about bees is Maya the Bee. The foreager brought one pollen, docked it to my hi
  15. a loop in a loop maybe? i have no idea what your code tries to achieve, nor am i a professional programmer. here is pseudo code that roughly shows how i would try to automate it for(let j = 0; j < o.opponent_actions.length; ++j) { let summed_actions = 0; for(let i = 0; i < j; ++i) summed_actions += o.opponent_actions[i]; wait(() => { o.paper[0].body.moves = false; }, summed_actions); wait(() => { o.paper[0].body.moves = true; }, 100 + j*100 + summed_actions); } or maybe for(let j = 0; j < o.opponent_actions.length*2; ++j) { let summed_actions = 0; f
  16. it potentially uses fewer resources. i happened to use it because i felt accustomed to c++ anyway.
  17. flag is passed by value, flag = true is useless pass obj and check/assign to obj.flag
  18. https://github.com/uNetworking/uWebSockets not well documented, but somehow it's all obvious. my personal findings (general, not about uwebsockets): - some peoples connections have awful jitter (could be congestion control or anything) that one would probably simulate by randomly adding a sleep(500) anywhere - mobile isps: (some years ago) t-mobile d1 filtered ALL udp (i guess except dns/port 53, maybe not with a certain type of hole punching), vodaphone d2 did not, i will not try udp again, waste of time iMho, because i only have mobile internet - i tend to do premature [space
  19. Same here...doesn't feel like I can learn the gameplay with the "world stops". (But I do recall this "stop effect" from Mario Tennis Aces (??) ...and the Matrix franchise.) Configurable to "MOVE: Arrow keys, SPIN: control/shift" please. Amazing music...
  20. Played it, guessed "moon", unfortunately my live drawing skills with mouse are zero. It's a great game!
  21. Your game is very good! It reminds me of Flash Columns. There were a few minor problems for me when I played your game: The key repeat comes too fast for me. It should not come earlier than after one second of holding the key. Pressing a key after the game-over would be quicker than clicking quit. I had the feeling that blocks should also be removed when they are connected 3/4 times or more via the vertical or horizontal edge like in Flash Columns https://www.youtube.com/watch?v=z2uWrV_my00&amp;feature=youtu.be&amp;t=91 Triggering a sense of easiness is very
  22. Thanks! :-) Oh, and the asteroids and rubies are just canvas triangles forming some edgy circle, the center of it is moved a bit out, and the brightness is sin(triangle_index * something), which happened to make it look slightly like a 3D model, but it will never be really 3D.
  23. the animation is funny but for some reason i'd prefer more monochrome colors, a color theme in some way, per game or per level. although, i do note that the whole game has a color theme in some way, but if every level had some more "monochromic touch" like the green one, that would attract me more to play it. and control key for jumping please ps: about the colors.. like the original prince of persia maybe. that may not support the humoristic approach, but i'd prefer the look.
  24. very pleasant game :-) to me it seems that on pc it would be easier as a one button (tap) game, all balls only going upwards to 0 o' clock and on phone i'd have some bias for 9-3 o clock too, so i'd want tap only there too the whole game being slower would make more fun for me, because easier the ball speed being faster, relative to the "snakes", would be more fun for me to, easier to get to the outer most one then => so maybe leave everything but make the snakes slower the orchestral hit between rounds is too loud (5 db?) want the lines to be cute snakes that g
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