michaelcalkins Posted May 19, 2016 Share Posted May 19, 2016 Ranger Steve is a web (phaser) based realtime 2d shooter that let's you have instant lan parties with your friends. Ranger Steve: Buffalo Invasion YouTube Teaser Trailer Fast paced, intense shooter, explosions This is a realtime, "shoot em up", explosive multiplayer game that makes playing with your friends as simple as sharing a link. Made with: Phaser.io, ReactJS, NodeJS, Socket.io, and Redux. InvisionUser, endel, drhayes and 1 other 4 Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted May 27, 2016 Author Share Posted May 27, 2016 Gave the site a huge update: ssl notifications when players join weapons updates website is plain and simple play now, removed all the text on it. drhayes 1 Quote Link to comment Share on other sites More sharing options...
drhayes Posted May 27, 2016 Share Posted May 27, 2016 Can you talk about the server-side stuff? I see you're emitting messages for shooting and jumping from the client. How is that reconciled on the server? How are you accounting for lag? How do I cheat so I don't keep getting killed by better players? ( ; michaelcalkins 1 Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted May 27, 2016 Author Share Posted May 27, 2016 9 minutes ago, drhayes said: Can you talk about the server-side stuff? I see you're emitting messages for shooting and jumping from the client. How is that reconciled on the server? How are you accounting for lag? How do I cheat so I don't keep getting killed by better players? ( ; Excellent questions Please remember this game is 3ish months old and very Alpha. Quote Shooting and jumping from the client. How is that reconciled on the server? I have to implement a throttle so a user can't move more than X per frame hopefully preventing cheating. (Not there yet) Quote How are you accounting for lag? To account for lag, I rely on the information sent from the you the client. (There are a lot of problems here) Quote How do I cheat so I don't keep getting killed by better players? Download an in browser script editor, figure out how to get into the Phaser game variable and make the bullets you shoot have a damage value of 100. Also a non hacker strategy that works well against good players is P90(M4A1?) + RPG weapon selection. Fly up in the air and drop down on your enemies, they never see it coming and the RPG one shots them. Otherwise the P90 shoots fast enough to kill them. In the attached screenshot someone did this by editing the size of their bullets for the RPG. drhayes 1 Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted June 2, 2016 Author Share Posted June 2, 2016 As of last night Ranger Steve now supports multiple maps!!! Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted August 22, 2016 Author Share Posted August 22, 2016 Introducing the all new Dark Forest map and lots of bug fixes! Quote Link to comment Share on other sites More sharing options...
rgk Posted August 23, 2016 Share Posted August 23, 2016 Game looks great and plays great, one thing I have noticed though is your developing on the live version. A few times I've jumped on I've seen black boxes around my character, then I refreshed and it went away. Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted August 23, 2016 Author Share Posted August 23, 2016 46 minutes ago, rgk said: Game looks great and plays great, one thing I have noticed though is your developing on the live version. A few times I've jumped on I've seen black boxes around my character, then I refreshed and it went away. I develop locally and push to the server. There are some race conditions happening that I haven't nailed down yet. Likely a sprite didn't load in time when I "started" the game. Quote Link to comment Share on other sites More sharing options...
Vietx Posted November 24, 2016 Share Posted November 24, 2016 I do not deny Game Ranger Steve really attractive. However, it is not so to control especially when moving characters. I think you should fix this game. Quote Link to comment Share on other sites More sharing options...
X1P.com Posted December 8, 2016 Share Posted December 8, 2016 Nice game! Only thing is the respawn, totally ruined the game for me, I would find another way to choose weapons, not necessary imo. Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted December 10, 2016 Author Share Posted December 10, 2016 On 12/8/2016 at 2:51 PM, GAME.WTF said: Nice game! Only thing is the respawn, totally ruined the game for me, I would find another way to choose weapons, not necessary imo. What do you mean the respawn ruined the game? Do you have any preferred methods for choosing weapons? Quote Link to comment Share on other sites More sharing options...
X1P.com Posted December 12, 2016 Share Posted December 12, 2016 Hi Michael, I mean the waiting time for respawn was too long, waiting everytime you die is painful, you could just add a button "Respawn now" to respawn without waiting the whole timer Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted December 12, 2016 Author Share Posted December 12, 2016 3 hours ago, GAME.WTF said: Hi Michael, I mean the waiting time for respawn was too long, waiting everytime you die is painful, you could just add a button "Respawn now" to respawn without waiting the whole timer I've had a few people mention this now. We'll definitely take it into consideration, thanks for the heads up! X1P.com 1 Quote Link to comment Share on other sites More sharing options...
Nicolai Posted December 14, 2016 Share Posted December 14, 2016 This looks really good. Can you elaborate a bit on how you account for lag? How often do you actually send player positions back and forth? Also, how do you load your level? Do you load the whole level at once, or do you partially load the areas the player sees? michaelcalkins 1 Quote Link to comment Share on other sites More sharing options...
michaelcalkins Posted January 1, 2017 Author Share Posted January 1, 2017 @Nicolai I'll do my best to explain clearly, I'm new to this MMO game dev. Networking Player pushes button and the game reflects their player's position immediately Every frame we send the player's current position to the server (60 times per second) Our server validates that data and then updates that player internally Our server has a loop that sends an update of all players 20 times per seconds When you receive the game loop event your local game now knows about new and disconnected players, creating and destroying sprites (ideally would be reusable sprites) It then updates all player positions by tweening them to their new x,y Loading levels and changing levels We use Phaser's game state manager You load the game and start in "Boot" which loads basic game stuff that will never change depending on map or game mode (sounds, guns, etc.) You move on to the "Preloader" state which loads the map You move to the "Deathmatch" or "TeamDeathmatch" state which loads the gamemode and logic for the rules of play Fair warning we are changing our methodology all the time and are open to suggestions. Quote Link to comment Share on other sites More sharing options...
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