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Found 12 results

  1. I'm trying to read data from the file as follows and send data to the client. I can send a 20MB file in 30 seconds. But I have to send 20MB per second. Am I doing something wrong? [Server.js] var File = require('File') var FileReader = require('filereader'), fileReader = new FileReader(); fileReader.setNodeChunkedEncoding(true || false); fileReader.readAsArrayBuffer(new File('../Test.txt')); fileReader.addEventListener('load', function (ev) { JsonData = JSON.stringify(new Int16Array(ev.target.result);); }); var app = require('express')(); var http = require('http').crea
  2. socket.on('bulletFromServ',function(bullet){ activeBullets[bullet.id][bullet.num] = game.add.sprite(connectedSprites[bullet.id].x - 8,connectedSprites[bullet.id].y - 8, 'bulletSprite'); game.physics.arcade.enable(activeBullets[bullet.id][bullet.num]); game.physics.arcade.moveToXY(activeBullets[bullet.id][bullet.num], bullet.xDest, bullet.yDest, 300); }); Hi, i am having an issue with socket IO together with the moveToXY physics method. When the client receives the "bulletFromServ" message above. I try to initialize a sprite and then use the informatio
  3. Hi everyone, I am working on a multiplayer board game and am having trouble finding a suitable framework for handling client/server communication. I have been using NodeJS with socketIO which i like because the API is pretty straightforward, however, since it is not a dedicated game framework, I've had to write my own logic for having multiple rooms to handle multiple game instances and this got ugly really quick. I found this library, https://www.npmjs.com/package/rumpus, however, there is little documentation and activity. The other one that I've considered is this, https://github.com/gam
  4. Hi! I'm in the process of developing an online multiplayer snake (4-8 simultaneous players in a grid based arena) with the stack involving Phaser in the client, Node in the backend with the networking protocol being websockets through socket-io. The progress made so far has been a prototype consisting of a dumb client and an authoritative server. The server proceeds game logic by 100ms and emits the result to the client at the end of each iteration of this game loop. The client is able to tell the server to change its direction to up, down, left and right, respectively, and the server will use
  5. Im making a multiplayer game using phaser on client and node.js/socket.io on server and I'm currently not sure how to handle exceptions on server-side. Basically, whenever there are uncaught exceptions (perhaps due to some edgecase i didnt foresee), the server will crash, and the game state which gets stored in-memory for speed and updated every 33ms will get lost, including disconnecting all connected players (ie. 20 players will get disconnected if there's an unexpected server bug). Even if there's automatic restart, it'll be a new process with new memory and new socket connections.
  6. Phaser Tanks Multiplayer is a multiplayer version of the tanks example: https://phaser.io/examples/v2/games/tanks It does not take into account movement/aim cheats and will be changed in future sometime. The DEMO can be played here: http://vps128058.vps.ovh.ca:8081/ The Github to contribute is here: https://github.com/Langerz82/phasertanksmultiplayer
  7. 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
  8. 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)?
  9. It has been a long road of learning, but I think I finally have my first attempt at a multiplayer game ready for some more public testing and feedback. I still have some work to do, and the art is only what I could do largely on my own and with some friends helping. Hardpoint is a online tank battle game where two teams of up to 5 each battle for the map objective. Each core chassis has numerous weapon locations (hardpoints) that can be outfitted with machine guns, rocket launchers, missiles, flame throwers, and more. Each tank crew can bring up to three different perks to the battle as w
  10. Hello, I cant find any good solution how admit hit between two players in nodejs (with socketio) with phaser. There is some solution, with problems. 1. Player A create bullet and send to server X,Y,rotation (speed will be constant), server send create event to other clients and create ghost bullet. When will hit this bullet to same player, player get damage (its local event, because bullet is created in his game, and collision detect call damage to player) This solution is very good, but there is very big problem. When target player minimalize game, or swit
  11. Hi all, I'm creating a phaser+socketIO game where people have to race each other. I'm providing all players with an emitter as a trail. Ideally I'd like to keep a constant flow on the emitter but it always shoots out in bursts When I look into the rain example I see a constant particle flow: http://phaser.io/examples/v2/particles/rain But with my project it only bursts. I know that it has to do with lifecycle and frequency but I'm a bit confused after all my tries. Emitter is made inside a Player object which holds the body sprite as well. ​this.emitter = game.add.emitter(this.sprite.x
  12. 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 reque
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