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  1. Hi everyone! I'm working on the fast paced multiplayer browser pvp game with following gamedev stack. Angular Website -> global place for the game, responsible for: user account state, game UI, user info etc. (REST and WebSocket connections) Client Game Engine -> based on ECS and PIXI rendering with custom gameloop, client-side- predition and all that stuff. (WebRTC Geckos.io connections.) Nest.js -> backend for angular website, chat, matchmaking, creating services with Server Game Engines when players are ready to play. (REST api and WebSocket connections) Authoritati
  2. Project name: VuleTube Alternative YouTube viewer Based on Vue vs Typescript - YouTubeAPI vs Three.js and Node.js First feature: YouTube vs Threejs version 0.2.0 Public access for VuleTube service: https://maximumroulette.com:3000 I am looking for collaborants who will support this project. Api documentation: DocumentationLink Production use https node application for web server. git clone https://github.com/zlatnaspirala/vue-typescript-starter npm i Other good solution is node serve for instant start. Install web server for dev: For Lo
  3. Psi2d is a minimal extendible multiplayer 2D platformer shooting browser game. Following this old guide from valve, multiplayer games must cope with delays and the client must evolve the world while waiting for server's updates: for this reason the game is made with node.js. HTML client and node.js server are capable of sharing the same codebase ❤. I had the idea of a 2D multiplayer shooting gain back in 2008, inspired by Commander Keen. I did some trials in Java but didn't manage to make anything interesting. Then I re-started the project as a HTML/JS browser game and decided to le
  4. we have a turn game and we use socket.io so it can be multiplayer, we came up with the idea of making it as an instantaneous game on facebook, then we investigate and we found this link https://developers.facebook.com/docs/games/instant-games/guides/play-friends y con este https://developers.facebook.com/docs/games/instant- the problem is that we have no idea how to implement it with socket.io
  5. Hello everybody! I'm new to this site and am quite new to HTML5 game development as a whole. I have watched a few tutorials here and there, and came here in search of help from somebody with more experience than myself to help with my current issue. Currently I am working on a game to run alongside my website (connected to the game in a way). I have gotten a player object that tweens to the position a player clicks on within the canvas to work, but it seems only to work with one person connected only, otherwise the most recently connected player has all control to the position of said pla
  6. Please bear with me, I am completely new to game networking. Any help and improvise in this question will be appreciated!!! I have been playing around with BJS (babylon.js) for a while now, wanting to make a real-time multiplayer game. I have been searching around the web about game networking, and read this: https://github.com/gafferongames/gafferongames/blob/master/content/post/what_every_programmer_needs_to_know_about_game_networking.md It gave me a clear idea of how should I go ahead. But in all the forums, I hear people saying game networking is very hard, not to waste
  7. Hello dear devs! My name is Paul. I'm not sure if this the right place to do this but I'm gonna give it a shot. So... here it goes! With my friend Edoardo we're creating a Game Engine using three.js for rendering and a node.js + webpack environment for development. It's an electron app, works on Windows, Mac and Linux and is fully extendable through a friendly and simple API. The idea behind this is to create a free tool that is not limited to the functionalities we can add to the editor. Anyone should be able to create editor extensions and publish them either for free or for profit. So, i
  8. https://tibibi.herokuapp.com/ This is a prototype for an HTML5 multiplayer game I'm making. This prototype is actually defunct as I'm now starting up a new game--a 3D multiplayer game, in fact. The data and experienced gained from the development of this prototype will be used for the success of the 3D multiplayer game. Some of the technical aspects: Initially, socket.io was used to establish real-time communication between the client and the server, but the ws WebSocket library was then migrated to. A client-server protocol of binary data is primarily used to share game st
  9. 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
  10. 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
  11. Hello! We have been working on a blockchain game development solution aimed at eliminating unfairness in the gambling industry. A couple of weeks ago we have released our SDK, and we are now looking for a game developer to collaborate with on developing a game with our kit and producing a video tutorial series about the whole process. Our in-house developers will support you along the way and provide you with all of the necessary information. Some requirements: You are a native English speaker You have experience in video editing An established audience on YouTube
  12. About MGN Studios: MGN Studios is the new game development division of Freedom! Family Limited. Our mission is to create great games and technologies that actively engage and involve the YouTube community of players, bloggers, reviewers and creators. We’re setting up shop right here in beautiful Vancouver! If you want to join a start-up where you get to work remotely and build something new, and be a part of an honest & transparent leadership team with a veteran Studio Head, then MGN Studios is for you! THE ROLE: Are you up for the challenge? We are currently seeking a
  13. mla

    Images disappearing

    My game is build for 6 players. Each player loads the game in a browser is assigned a unique room that displays a personal card and is represented by an avatar. The game works well, the images all load, however for some reason as more players access the game, some images may disappear. The player is actually still logged into the game and can even play the game, however their avatar image may have disappeared or their personal card may have disappeared. There is no consistency to which image may vanish and it doesn't always happen, but in most cases it does. Would anyone know why
  14. I'm attempting to use NullEngine in node.js as a component of the server side simulation for a multiplayer game. When using *just* NullEngine + nengi.js (a multiplayer engine) mesh intersection and rays work great. I can get somewhere in the realm of 50-150 ccu (that's players, not NPCs). The performance is really awesome. Now I'm trying to get some more advanced physics in place. However when I attempt to include OimoJSPlugin on the serverside I get " TypeError: Cannot read property 'World' of undefined " const BABYLON = require('babylonjs') let engine = new BABYLON.NullEngine()
  15. Hi Guys! I haven't been active here for quite some time and haven't done anything with Babylon.JS for quite a long time. But after checking out the changelogs, I saw that we can now run Babylon.js Server Side, how awesome is that! So I had to squeeze in some time and implement a proof of concept multiplayer simulation with Client and Server side physics engine. It's quite basic. The Client can control a ball by spinning it forward or backward (with W and S). By changing the camera angle (with A and D) you can change the direction of the impulse. With Space you can jump around. To check ou
  16. I created shipz.io and did too much hard work to polish it, in hope that you like it : ) shipz.io is a remake of classic battleship game who's origin is from world war 1. Arrange your ships and get into battle. Your main goal is to sink all 10 ships of enemy before he sink yours. First one to sink all ships will win the battle. Currently It's single player but I'm working on it's multiplayer version in which you'll be able to play with your friends or with any random person. I really need your precious feedback so please take some time to give it. THANKS FOR READING
  17. Hello everyone So i am making a game where the server sends which sprites to create on the client's view. So i can't load those sprites util the server sends an object with which sprites to show. The code is as follows: in the server this.emit("newSprites", newPlayer); in client socket.on("newSprites", addSprites); function addSprites (data){ sp = data this.add.sprite(58, 84, sp.name) } This will result in an error Uncaught TypeError: Cannot read property 'sprite' of undefined I know that this is in reference to 'this'. because "this" is the function not crea
  18. 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!
  19. Hello! I've been diligently working on my game, and recently came upon the recently released BabylonJS v3.1 ... and I am super excited about NullEngine! My game is multiplayer client/server; the server component is Node.js running ActionHero v18 (and of course the client is running BabylonJS!). Taking a look at the documentation and accompanying example for NullEngine, it seems it does not run 100% out of the box. However... I've been able to get everything up and running under Node 8.9.3 with a combination of mock-browser, EventEmitter, xhr2 and sheer luck // assume this fi
  20. Hello! I have been making this small puzzle prototype-game on my free time. It is called Numeropeli online. (Numeropeli means numbergame in Finnish.) I'm pretty sure there are real name for this type of game, (like chess, GO, backgammon) but i haven't found the one using google, so that's why the name of the game is kinda dumb. It is using node.js on backend, and it's using socket.io to connect to the server. It currently supports playing against random people, invite/host -game and playing against AI. I have been having fun playing with friends, it is kinda addicting too. The ide
  21. What am I doing wrong here. Normal movement is fine, but when boost is applied, there is rubber banding at the end. I'm using client/server model to implement movement. pseudo code: Client sends inputs to server Client process inputs and displays locally Server receives inputs and calculates where client should be Server emit client coordinates Client receives update and applies coordinates Client reapply all inputs made after the last server update Player class: https://github.com/GodsVictory/SuperOnRoad/blob/wip/public/js/player.js
  22. Hi, i'm curenttly working on a multiplayer game build with Phaser 2.6.x, and for like 2 weeks i'm strugaling to initialize on node.js only the Phaser Arcade Physics, but i can't find how. Anybody ever tried to run Arcade Physics by his own ?
  23. Hi, I've been in the industry for quite some time, mostly doing web development (which includes tons of JavaScript these days, like jQuery). I am currently looking to expand my portfolio with full works (or mostly full works). Most of the work I have done has been changes and fixes to existing websites or back end programming, thus aren't great to show off. I am a very capable programmer with tons of experience, reasonable prices, and currently developing a game called AerialDrop which uses Phaser and is multiplayer (networked). If anyone is interested in some work, email me! My port
  24. PearFiction Studios is looking for an experienced HTML5 Game Developer to work with our highly talented Montreal team. Develop the next generation of online casino games in our cool loft style office in the trendy Plateau Mont-Royal district. If you have a personality to handle responsibility and collaborate in a small team environment, we'd love to have you join PearFiction Studio's dev team. Candidates should have an interest in online, mobile, and social casino games. You will be responsible for: Participating in designing the front-end aspects of a game design including entertai
  25. 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
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