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Found 11 results

  1. Hi, I have a multiplayer game that works, except when two players click at the exact same time. For example 6 players are in a game. The game consists of balls being sent from one player to another. The ball is animated from sender player to receiving player. Which means when the sender sends the ball, it is no longer in his/her hands. The ball is now is the hands of the receiving player. This works perfectly except if a move is made by another sending player at the exact same time. For example, 6 players are in a game. Player1 passes Player2 the ball at the same time, Player
  2. Hi, I'm wondering how to avoid simultaneous mousedown events. I have a canvas drawn on screen. When a player clicks events take place based on where the player clicked on the screen. If two players click the canvas at the exact same time, they should both be alerted with a message that no simultaneous moves are allowed. I used an array to capture the move, however it seems to only register the move after the check and not before. Is there a simple way to capture which clients clicked at the same time? //Listen for player click event chainlinks.onmousedown = func
  3. I'm using express.js to serve a BabylonJS app statically. The dev server is ts-node running on localhost. Everything is going great except that it won't load .env files. If I try loading the .env file: const envTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("assets/textures/mono_lake.env", scene); const skyBox = scene.createDefaultSkybox(envTexture, true, 128); I get the error "Cannot load cubemap because files were not defined" in the console. Elsewhere on the forum, I see that people using IIS servers need to explicitly allow .env file mimetypes in a web.con
  4. i using nodejs ,mysql ,express i trying put two methods in same route to render the same file but i have this error in my firefox 404 my code aliança route const express = require('express') const router = express.Router() const connection = require('../../Config/database') const controllerAdmin = require('../../controllers/Administration') const controlleruser = require('../../controllers/Alliances') router.get('/Administration/Alliances', (req, res) => controllerAdmin.findcidade3(connection, req, res)); rou
  5. Hi, I have a nodjs application that is currently saved in Windows 2012 R2 server using IISnode with IIS 8.5. I am getting a 404 File or directory not found error, however nothing is being recorded in the error logs. When I run this locally I have no issues and the game runs well. Thinking it could be a permissions issue, I decided to provide temporary read/write access, however that didn't seem to make a difference. I also confirmed that the links are all correct in terms of where files are sitting. Here is my server side code: var PORT = process.env.PORT || 8080; var ex
  6. How do you configure the server for this template ? => https://github.com/nkholski/phaser3-es6-webpack I'm trying to do it by following this tutorial => https://gamedevacademy.org/create-a-basic-multiplayer-game-in-phaser-3-with-socket-io-part-1/?a=13 I added two dependencies: nodemon and express. I created the server.js file with the server configuration. const express = require('express') const app = express() const server = require('http').Server(app) const path = require('path') app.get('/', function(req, res) { res.sendFile(path.resolve('index.html')) }) server.listen
  7. Hi, I'm creating a node js game, using javascript and socket io. I originally was not going to add a mongo DB, but now I'm thinking I should for anyone who may accidentally be disconnected from the game. What would the best game option be? To use a database or not, and the reasons behind it. Many thanks, MLA
  8. It seems that to send a private message to a player, you are supposed to use socket.to(socket.id).emit. I need to emit an image to a specific player so am using this concept, however it doesn't seem to work. Would anyone know how to emit an image to a specific client? Thanks!
  9. Hi, I have been struggling with a minor issue, that I'm hoping someone can help me out with. I have a multiplayer game that uses Express and Socket io. When a new player logs into the game, the player walks to a certain location on screen. In order to make the player walk, I am drawing the player to canvas using a spirit map. In order to make the player walk per frame I am using the ctx.clearRect() to clear the previous frame, however doing this naturally clears the full canvas and removes the already logged player. I'm not sure how to work around this. Any insight is greatly ap
  10. https://drive.google.com/folderview?id=0Bwl58NPLObeIWEQ3YlNlTV9KNWs Here's a sharable link to the directory where my files are located. There's no node_modules, so it's necessary to install before express and socket.io. The problem is I can't create and render the balls which need to bounce all the time. The server is responsible for creating my players and balls. I did successfully the creation and movement of my players with the arrow keys and that's synchronised to all the clients. But I can't do the part with bouncing balls. It seems simple game but as far as I am new to t
  11. Hello All, I am working on a multiplayer action role playing game and I am using Phaser on the client because I just love this framework. Here is a link to the project on GitHub: https://github.com/crisu83/dungeon-game/tree/feature/phaser-server I have been experimenting quite a lot with running Phaser in headless mode on the server and I managed to get it to run with a few hacks. I am not sure that it is a good idea to run Phaser on the server, but I am looking into this because I would prefer to have an authoritative server that runs on the same code base as my clients. Here is wha
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