Vennril

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About Vennril

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    vennril
  1. Fun game! The day/night cycle is a nice twist. And I'm not gonna lie, the title alone made me curious, haha. Now I'd like to give you some feedback aswell: 1. The game needs a death-animation. Right now it looks like you're falling through the world. But I suppose you already knew that 2. The art is cute, but it could be slightly more consistent. Especially foreground versus background. It's not a big deal though. 3. Some situations feel a little unfair. Like when you overshoot a platform, and the only way you could have avoided that, would have been to NOT double-jump 2 platforms ago. But there was no way to tell. Maybe give the player more control over the jump height? 4. I'm always looking forward to the blood moon, but it seems to happen quite randomly. So I thought it could be nice to have a moon in the background that fills up, or moon and sun that change positions, so the player can anticipate the event. Anyway, nicely done
  2. Yeah, all clients connect to an authoritative game-server, which handles the lobbies and runs its own game-loops. The clients send their inputs/actions to the server, and the server sends a stream of the most basic data back to everyone. Just enough for the clients to simulate what's going on. This is just the basic concept, but I hope it was somewhat helpful to you. If I go into more detail, I would probably fill several pages now, hehe. In fact, I already started to write an article about this topic
  3. Because the native performance wouldn't be good enough, and there are no touch controls Seriously though, even if I turned this into an app, I can't imagine what the controls would look like. I guess it would come down to covering the screen with both thumbs. But then you also need to be able to perform actions like switching weapons, jump, block, etc. I don't think it would be very convenient to play in the end.
  4. Hey, thanks for your feedback. That is a known bug actually, but I'm not entirely sure what causes it. Did you experience some performance issues or high latency while that happened?
  5. Thank you! No, I didn't use any existing engine. This is my own one.
  6. Thanks for the great feedback everyone! Really glad you all like it. It's a bit hard to tell actually, but I think it took me something around 6-8 months.
  7. Hey everyone! Here's my game that I launched just recently: Treasure Arena is a retro-inspired online battle-arena for up to 4 players (and/or bots). You can pick up various weapons, and block/jump/dodge to evade enemy projectiles. The goal is to defeat your opponents to get their coins -- The player who owns the most coins at the end of the round, wins. Play Treasure Arena Technology The game uses Canvas2D for drawing, WebAudio API (with fallback to SoundManager2), Fullscreen API, Websockets (through socket.io), and a bit of CSS3. You can find more screenshots and a gameplay video on the official site. Note: The game runs in Chrome (preferred), Firefox and IE9+. Mobile is not supported at the moment. Hope you enjoy, and any feedback is very welcome!