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Found 4 results

  1. Hey guys. So me and my friend have been hitting the grind on network programming for the server side of our real-time multiplayer game. Our game involves handling collisions with synchronized enemies and projectile/melee-based weapons. We don't really care about player-player collisions, but it might be something we want. From what I've been understanding, for this game I'd want to have an authoritative server that essentially has a game loop running that simulates the game state. The clients will interject with their desired actions and use client-side predictions to render what the
  2. 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
  3. I have utility functions and lot of them are just drawing to game.add.graphics object. Some of them have rather complex behavior, like calculating some values to see if something should be drawn or not. The problem is these function can accept large number of different values so I should be testing them. An example function: drawShelve: function (dataObject) { var halfHeight = this.roundNumber((dataObject.frameHeight / 2), frnConst.BETTER_PRECISION), halfRearHeight = this.roundNumber((dataObject.rearHeight / 2), frnConst.BETTER_PRECISION), g
  4. Hi, I would like to let you know, that our latest HTML5 game, Headless, just got released on the Apple App Store and Google Play. App Store Link: http://app.lk/Ax0 We used Ludei’s CocoonJS to bring Headless to iOS and Android, despite seven parallax layers, constant spraying particles (blood) and lots of animations on the screen, we got quiet good performance out of it, on up-to-date devices. We will also release a Web and a Web/Mobile version later this year, for which we are currently selling non-exclusive licenses. About the Game: Take control of a headless chicken trying to stay
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