Jump to content

Search the Community

Showing results for tags 'expressjs'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 3 results

  1. I have been working on a multiplayer game and have been wondering what are some of things one should be aware of when creating a multiplayer game in node. As in are there things you should never do? Also does anyone think using a client-server architecture is a bad idea (it's not a pure implementation, but has some peer-to-peer design in there)?
  2. The newest Express doesn't really seem to be handling the Babylon files correctly, even after setting the mime types. I'm using express.static with a folder, and every time BabylonJS downloads the file but doesn't create a mesh afterwards. Going to the link directly in your browser downloads the mesh instead of showing the data (not sure if this is intended) The appropriate mime types are set, looking them up by file extension also returns these types. Basically the code to have the mime types is this: express.static.mime.define({ 'application/babylon': ['babylon'], 'application/fx': ['fx'], 'application/babylonmeshdata': ['babylonmeshdata']});app.use(express.static('YOUR FOLDER'));Client: BABYLON.SceneLoader.ImportMesh("test", "objs/", "skull.babylon", scene, function (newMeshes) { console.log("mesh loaded"); console.log(arguments); // This logs: [Array[0], Array[0], Array[0]]});skull.babylon is the skull which you see often on the Babylon playground. The Chrome Networking tool returns this for skull.babylon: It seems that the networking tool actually does get the correct information:http://puu.sh/loUkK/f5a4213053.png But that "newMeshes" in the client code returns an array of size 0
  3. Word Melee is a game in which players use letters, provided in a dashboard, to formulate words in order to use against their opponents. Word Melee features a turn-based local player mode in which two players share a computer, P1 uses [Enter], and P2 uses [shift], and face off one another. Word Melee also features an online mode in which you give other players an ID in order to join a match, inspired by Google's Cubeslam online multiplayer mechanism. The game is complete, but if you find any bugs please let me know immediately. Also, feedback is very much appreciated. If you would like to request a battle with me, send me message in the forums. [PLAY WORD MELEE] Also, if you are using Google chrome and would like to save this game as an app, the game is also available on the Google Chrome Store. EDIT: I just noticed something. This contains English Letters. Quick question: Is there a service that gives language converting abilities? Or shall I approach this programmatically?
×
×
  • Create New...