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Showing results for tags 'MMO'.
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https://kongregate.com/games/mansimas/armygrid (Kongregate published, PC-only) https://armygrid.online (website, playable with phone) armygrid Is soon going to beta. Will appear now in ArmorGames. They have finally accepted the game as a good quality HTML5 cross-browser game. The game is still under everyday's development by 1 developer having full time job But it goes good and as planned. Alpha version - from 2019 April released on Kongregate. Has ~40.000 registrations after 8 months, 58000+ sessions. Beta version - from 2020 ~July will be released on ArmorGames. The game is about the Chess Reality in a grid-based world. Player controls a castle and deploys chess figures to manually conquer as many grid tiles as he can by making strategies to destroy defensive towers and walls, kill PvP and PvE based enemy Chess. Each Chess represents an army inside of it. So, Chess = army. The stronger Chess, the bigger army is inside of it, reaching up to 7000 units. Players can watch (if he wants) every single army fight he ever had and share the fights. The game has also almost everything any single MMO-RTS has, also, MMO-RPG, Tower defense game genres mix. This MMO-RTS has no energy system and can be played without limits as any MMO-RPG. Some strongest players have more than 15000 Fields conquered, played actively (server is counting every active minute) for 20.000+ minutes, played for 6+ months everyday. It gets really addictive for some players. This game has still no end and enough content. Currently, quite burried in the Kongregate games list, as Kongregate MMO games sort not from newest by default, but by highest rating. After release to ArmorGames, the game will be in the first page for like ~2 years, as the MMO games there are sorted from the newest.
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Zapper.io is a free massive multiplayer online game. You can play it here: https://zapper.io Android app is now available: https://play.google.com/store/apps/details?id=io.zapper.zapperio It can be played in the browser on desktop and mobile devices. The game is fundamentally different from typical mmo snake-style games in several ways: - Players can always attack other players and bite their tail, although head-on collisions with larger players result in instant defeat. - The world is covered in an electrical grid that provides players with a speed boost. - Zapper worms are procedurally generated and over 2 billion combinations are possible. Players can store newly generated entities in their collection. Zapper.io uses the awesome Pixi.js renderer with the recently improved glowfilter. I also used Pixi.js for my other game, Ninja.io. Zapper.io went live today and I've decided to fill the server with bots to keep the minimum number of entities at 50 until it hopefully gains some traction. Any feedback, comments or suggestions is much appreciated! Thanks.
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Kaetram Kaetram is an open-source game-engine created to aid those interested in entering the game development realm. The codebase is simple, clean, and intuitive. This project is intended to be used as a learning tool. The original idea is based on Little Workshop's demo game – BrowserQuest (BQ). This game uses original BQ assets as well as custom-made ones. The entire code-base has been written from scratch, using more modern approaches. GitHub Repo – https://github.com/Veradictus/Kaetram-Open Live Version – https://kaetram.com Join us on Discord – https://discord.gg/MmbGAaw Patreon – https://www.patreon.com/kaetram Features BQ was intended as an experiment to showcase HTML5 capabilities, since then, technology has only served to advance. Kaetram contains a lot of ideas and features that builds on top of its predecesor, a couple are: Multiplayer using Socket.IO Enhanced rendering engine (includes dynamic lighting, overlays, animated tiles) Region system (client receives only necessary data and saves it) Questing and achievements system. Plugin-based combat system (for bosses/special enemies). Supports RESTful API. Discord server integration. Cross-server private messaging and interactions. And much more Regions The region system sends data to the client according to the map data of the server. The collisions are checked both server-side and client-side to avoid cheating. The region system makes use of dynamic tiles, which are unlocked according to a player's progress. Furthermore, there is integrated support for instancing, where we can use a section of the map (or clone it) and reuse it for certain groups of players. The instancing is perfect for activities such as minigames, where we will want to run multiple instances in parallel. Tilemap Kaetram is built with modularity in mind, as such, the client supports multiple tileset parsing. The tilemap can easily be constructed using Tiled Map Editor. Using our map parsing tool you can easily export your creation to both the client and the server. Kaetram Hub There is also support for a hub server. This can help connect servers across one another, allowing players to interact with their friends across them in a variety of ways (private messaging and guilds). Furthermore, the hub serves as a gateway for determining what server to place players in. If a server is full, it simply returns another server that has room for the player.
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Hello! So I'm working on this game on my spare time. I'm trying to merge alot of what I think resembles a good game with some(alot?) own ideas. You might find it close looking like Tibia. Features Spells Quite unique spell system (in my opinion). You craft spells, so the same spell can have different abilities or have different cast styles. Here's an example of magic wall and poison cloud: https://i.gyazo.com/fcd7ed547a9116c2b0d1c359c2b9381f.mp4 Here's another example, but from your spellbook. In the spellbook you have all your spells that you know. They all have different properties, which are random when learned. You can have 2 spells selected at the same time (as of now, might increase in the future). https://i.gyazo.com/4539a561f97cb90029643a45637b66ee.mp4 As you can see in the vid, the spells have different properties: Draw/Single: Different throwing styles, either point and shoot, or draw, where you draw where you want to shoot the spell, and hit space to fire it off. CD: Cooldown, how long it takes until you can shoot this spell again. MAC: Max Affected Coords - Crappy name, but if you have a draw with MAC of 5, you can pick 5 tiles to fire the spell on. Mobs Fight of undefined mobs that are attacking you. Are capable of throwing spells and are of various size. The Red Dragon is 3x3 tiles big and throws scary fireballs. Harvesting Chop down trees, mine ores or grab a machete to get som wheat or even flax. Crafting Use your harvested items to create weapons, armors Towns Create your own town, claim land(tiles) and build walls around it. Invite your friends to your town. Inventory Drag and drop inventory system Large map The map can be quite large, tested with 25 000 000 tiles so far. (5000 x 5000). Technical details The game is made with HTML5 and mostly VanillaJS. Some Vue.js to structure different modules such as the inventory. Would be happy with some feedback/ideas whatever to keep my motivation up Still BIGWIP..
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Hello everyone, I hope you like isometric pixelart games, because this is one of them,. I grow up in the early 00' "playing" habbo hotel, and I really enjoyed the art behind this "social network" (yes, it is), so I decide on 2014 to create my own game, but I had several medical issues between 2014 and 2017. So at the beginning of the year I started the project again,with pixi.js... and that's it. I want to make a MMORPG. I played runescape a lot, years ago, but I want to create a original content, with not much influence from current mmorpg's, and I accept all kind of help and ideas. The game is currently in a closed INDEV, but in some moments, I send codes in the official discord (currently in spanish). twitter: http://twitter.com/voidpixel/ discord: http://voidpixel.net/ game: http://alpha.voidpixel.net/ github issue tracker: http://github.com/voidpixel/game/ I hope you like it. ❤️
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Game Link: Vocab RPG Vocab RPG is an Online RPG about catching Monsters & collecting Vocabulary Cards! Features: Open world with unique zones to explore MMO: Online multiplayer Monsters: Hunt, battle, and catch many unique monsters! Crafting: Collect different resources and use them to craft items & consumables Language Learning: Unlock vocabulary cards! Currently 4 vocabulary languages to choose from: Chinese, German, Japanese, Russian Overview: In Vocab RPG, you have all the elements of a monster-focused RPG: Hunting, fighting, catching, levelling, crafting, etc. But for every action that you take in the game, it will show you a vocabulary card! As a consequence, the more words you know, the stronger you also become in the game. The game starts very slowly with only 3 words unlocked. But as you progress in the game, you can unlock more cards and expand your vocabulary - at your own pace. Difficulties: To take into account different learning preferences, you can pick your challenge by choosing from 4 difficulty settings: - Normal: Wrong answers reduce your monster's attack or consumables (such as potions) by 25%. - Casual: Even if you answer wrong, you will attack and operate at 100% effectiveness. In other words, you see the cards but there is no consequence for answering wrong. - Hardcore: When you answer wrong, your monster's attack will fail! So answering wrong means 0 damage dealt. - Off: I also want people to enjoy this game, even when they are not really in the mood for studying vocabulary cards right now.... select 'Off' and you will not see any vocabulary cards in the game! Platform: Thanks to the power of Phaser 3, you can play this game on any device in your browser. No installation required. The game is mobile optimized, so whether you play on your laptop or phone / tablet, is only a matter of your preference. Game Link: If you are interested in trying the game, you can jump right into it: Vocab RPG Feedback: Any feedback is much appreciated! We also have a Discord server for the game where players are exchanging ideas, reporting bugs, and giving feedback: Vocab RPG Discord Credits: The game uses a lot of CC0 assets (like the monster sprites in this post) from various artists. I keep a list of all used assets here (which is also accessible from directly inside the game): Credits List
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- html5 game
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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 Senior Game Engine Developer to join our team in leading the architecture and development of browser-based video game engine technology. You will be the driving force in the design and development of our studio’s game engine infrastructure. You should be comfortable diving deep into technical architectures and requirements, able to quickly identify solutions to challenges discovered during development, and ready to direct and mentor other developers in creating a robust and scalable code base. Prior experience building browser-based multiplayer game technology is preferred. We are looking for someone to be a key participant in the creation of a collaborative environment that leverages agile development and rapid prototyping; rewards creative solutions and intelligent risk taking; fosters a culture of excellence, respect, and fun; and makes great games. RESPONSIBILITIES: Are you ready to make a contribution to our team? Lead the design, implementation, and growth of a browser-based HTML5 multiplayer game engine. Manage and mentor a team of software developers through the interactive development process. Set company-wide code development standards and best practices. Work with game designers and artists in the development of game features, art pipelines, and tools. Partner with producers, PMs, and other leads on schedules and plans. Identify technical and production issues/risks and propose solutions. QUALIFICATIONS: Do you have what it takes? Degree in Computer Science and/or relevant professional experience. 5+ years experience in professional software development. 3+ years of experience in the development of game engines. Very good knowledge of existing game engines (e.g. Unity, GameMaker, Phaser, Pixi, Turbulenz, etc.) and server side technologies. Deep knowledge of modular programming, API design, and game architectural patterns. Extensive experience with frontend and backend technologies such as HTML5, Javascript, CSS/CSS3, jQuery, PHP, Python, Node.js, MySQL, etc. Source revision control experience (Github preferred). Professional experience in agile software development. Experience working effectively in cross-functional game teams. Excellent oral and written English communication skills. Experience developing MMO city builder games is a PLUS Experience developing casual MMO .io games is a PLUS Experience with Apache Ant, iOS WebKit, Android Webkit / Chrome is a PLUS Knowledge of video platforms including YouTube, Dailymotion and Twitch is PLUS COMPENSATION: Competitive Salary Flexible work hours Flexible work locations (home, office, etc.) Are you intrigued? Here are a few more reasons to make MGN Studios your daytime/anytime home: Work remotely - Did we already mention you get to work remotely? Yes, it’s true! Leadership - Do you like working with veteran Studio Head who will give you clear direction, honesty and guidance, and believes people are the pillars to success. He’s the opposite of an evil villian with a curly moustache. Build something new - Play a role in building a game development studio that can’t stop and won’t stop growing. Career growth - Make an impact by leading projects and driving the direction of the studio. Develop initiatives and solutions that drive your career and boost the studio’s growth. For Freedom! Does this sound like you? Please apply asap as we are interviewing immediately for this permanent, full time position. PM and we can arrange a time to speak over the phone!
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Hi, I am looking to eventually make a multiplayer online game similar to Realm of the Mad God. I am good with javascript but have not yet learned any game engines or libraries and have just used the canvas. What should I learn to make a game like rotmg? Looking at phaser I have a feeling it would be better to make my own game engine for canvas in the long run to have it fully customizable and multilplayer but I don't have experience with any engines so I dont know. Any advice is appreciated, thanks.
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I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-reconciliation.html and so on. Different players might have different FPS, this is how I update position on the client (phaser): const data = { down: this.cursors.down.isDown, timestamp: Date.now() }; var deltaTime = (data.timestamp - this.lastTimestamp) / 1000; if (data.down) { player.position.y += speed * deltaTime; socket.emit('input', data); } This ensures speed is FPS independent (every player is moving with the same speed). The server is running a tick() at 60 FPS. This method is processing saved inputs from players. How should the server correct player positions? It doesn't know their delta times. It also can't use server's delta time since it would be always around 0.016 and it doesn't reflect player's update interval. tick() { var now = Date.now(); var serverDelta = (now - this.prevTimestamp) / 1000; this.prevTimestamp = now; for (var player of players) { player.update(); } } player.update() { for (input in savedInputs) { player.y += input.down * speed; } }
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Title: Silone.Online Genre: Online TBS with elements of tactical simulator and RPG. Platforms: Web Tech: ASP.NET, Angular, Pixi.js, SignalR, Howler. Developer: Combat Dices Team Hello, everyone. I am an indie game developer from Tomsk, Russia. In my spare time I develop my small project - Silone.Online. Periodically I accept help from friends and third-party developers, artists, musicians. Work is conducted from 2016. Now the game is implemented: - A global map with many provinces. - A unique system of character development, based on the work performed, and not on the levels. - Dialogues, usually ending with a quest. - Craft equipment and lots of resources. - Free trade between players. Direct game link here: http://siloneonline.com Development Log in VK https://vk.com/silone.online. Page on Patreon https://www.patreon.com/silone_online. Gameplay video
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- pixi.js
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Hi, Infinitris.io - A massively multiplayer online falling block puzzle game, created using the Phaser game engine. Controls: Arrow keys and spacebar. Current Features: Instant join - only specify your nickname and you're ready to play. Multiplayer. No player limit. Dynamically sized grid with horizontal wrapping. Mistake detection. Sabotage other players by dropping on them. Phase shift into gaps directly below you (hold the down key while your block is being placed). Ingame chat [Enter]. Scoreboard. Facebook: https://www.facebook.com/infinitris Twitter: https://twitter.com/infinitris_io Blog: https://infinitrisblog.wordpress.com/ Please give it a try and let me know what you think! Pyre
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Hey guys, today we finally launched our game Morterra! Morterra is an online survival game set at the dawn of man. You awake with absolutely nothing and must find food, water, and protection from others. You will need tools to build a base to protect yourself, armors to defend against attacks, and weapons to fight back. You will eventually grow tired and need to sleep. However, while you sleep you are still vulnerable to attacks, so you must build adequate protection for yourself to survive the night. The world contains no edges, no "safe-zones" (other than bases you build for yourself), and players can construct/destruct at their own will, but be conscious of whose stuff you destroy! Morterra was originally written in Java from around 2013-2015, with the intention of being a browser-based game. Once Chrome and other popular browsers disabled Java Applet embedding, it became apparent that Javascript would be the only option moving forward. We started re-writing the entire project in Javascript back in May. 6 months later, and we finally have something hosted and ready to be played! Check out some pictures of our new and improved game! This is our newly renovated login screen/front page to our website. This is a picture of our renovated UI. Still a work in progress, but it's an improvement! If you're still reading, check out the game! It's great to see new faces, even if you're just going to try and kill everyone! If you're interested in staying up to date, we also recently created some social media accounts to stay connected with our fan base! Follow Us: Instagram: @Morterra Twitter: @MorterraMMORPG Facebook: Morterra With converting to browse, we also managed to gain a bunch of new features! I will list some of the most notable ones, and let you find the rest for yourself! New Features: - High scores page (Try it: Morterra high scores) - Mini map - Music (Credits: About Morterra) Plans for the future: - Convert to 3D - Add SoundFX - Become the best new browser game of 2018 Thank you for reading! Be sure to check us out, and let me know what you think! Play now: Morterra - Online Browser Survival Game
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Hello colleagues, it is a pleasure to greet you and introduce me as I have just joined this community and I do not want to create this post without first introducing myself, my name is daniel rodriguez and I am a student of engineering in computer systems in Mexico, greetings to all. Well recently I have the curiosity to make a MMORTS, I explain, I play a mmorts called grepolis some of you have gone through it, my doubt is what framework would help me to design and create a game of this type and what initial steps I have to give for the design of video games in html5 I have basic knowledge in JavaScript html and css, is there be a tutorial of something similar to this game If someone would like to make a similar one or do not know how are the mechanics I can break them down. Another example of this game is travian Grepolis http://us.grepolis.com Travian https://www.travian.com/us
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Ikki is an independent Hardcore Web Browser MMO, based on MU. The game is programmed in PHP, MySQL, Javascript, Ajax, and CSS. No Flash or other external plugins are required. The only requirements are a web browser and Internet connection. Sign up and play for free. Early access starte28 sepOfficial WebsiteIkki Online - Free Browser MMORPGScreenshots
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Hi, I've long wanted to implement a neat looking invisibility effect for my game, tried using DisplacementFilter, but stumbled upon an issue with scale property. While it works correctly to displace areas under the displacement sprite I created, it also displaces entire container on which the filter is applied. I presume its from non existent knowledge about the subject and how those filters work, but I'm still hoping for either a fix or a reasonable explanation if anyone can help me with this please. Everything in my code follows DisplacementMap example on pixijs.com (one with the grass and magnifying glass). What is different is my stage tree. I have 3 containers for each layer and inside those there are separate containers for chunks that hold the map data, since it comes from the server. const playerSprite = new PIXI.Sprite(new PIXI.Texture(PIXI.utils.TextureCache['player.eyes'])); const displacementSprite = new PIXI.Sprite( new PIXI.Texture(PIXI.utils.TextureCache['player.normal']) ); let displacementFilter = new PIXI.filters.DisplacementFilter(displacementSprite); playerSprite.position.set(16 / globalScale * fs, (8 - globalScale) / globalScale * fs); playerSprite.scale.set(globalScale, globalScale) this.scene.addChild(playerSprite); this.scene.addChild(displacementSprite); displacementFilter.scale.x = 20; displacementFilter.scale.y = 20; displacementFilter.enabled = true; displacementSprite.position.set(16 / globalScale * fs, (8 - globalScale) / globalScale * fs); displacementSprite.scale.set(globalScale, globalScale) return { scene: this.scene, filter: displacementFilter }; the return value from this block is added to the main stage container, and filters are applied to bottom 2 layers. Should i perhaps look into filterArea? Here is the undesired effect on the edges. You can also see the slanted top layer on the trees. so 2 layers are moved by the filters scale property.
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Hi, we are small game develop studio called Drunken Monday. We are only two people and during the last year we developed a cross-platform multiplayer game: Slash Arena. And we're almost done. We are glad to present you our game: Massively multiplayer online battles with swords and axes. Simple arcade action! Dodge the attack and choose a perfect time to strike. Upgrade your weapon, slash enemies, collect resources and reach the top! Battle Modes: ★ Deathmatch — Player vs All mode for 30 players. Score the highest damage and survive to win. ★ Arena 1vs1 — ranking duel for hardcore players. Your skills mean more than your high-level weapon. Features: ★ Rapid battles. Play 5 minutes or 5 hours. It’s all up to you! ★ Swing your hammer and make 'em fly! Damage is calculated according to physical laws. Timing and distance matter! ★ Two types of attack — enough to make your enemy suffer from a painful combo! Master your skills. ★ Separate ratings for each Battle Mode. Monitor your progress. ★ Monthly rewards for the best players. Earn a pile of resources and unique character portraits. ★ Daily tasks. See if you can cope with them! >:] ★ Three characters with unique weapons and fighting styles. More characters are coming soon! ★ More than 30 upgrade levels for each character’s weapon and armor. Start with a simple leather jacket and get to the legendary royal armor! ★ Character’s appearance changes each 3 levels. Everyone will see how cool you are! Game available on: Facebook, it passed greenlight and coming on Steam, soft-launched on GooglePlay and AppStorein Russia ( If you contact us we will send you .apk or testflight invitation ). Also take a look at Slash Arena: Online and Drunken Monday web sites. We will be glad to hear your opinion!
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Hey! I'm working on a 3d multiplayer browser game where you and up to around 1500 (I say around because I'm still experimenting with the performance) other players explore and grow in a fantasy world. I'm still developing the game, but so far I've built in chat, some basic combat, the beginnings of a leveling system, movement, the ability to wield things, as well as a bunch of other things. I've been writing my own game engine as I go, but thankfully a lot of it is in place so these days I'm finally focusing on creating the content and trying to make something fun. Most fun aspect of development so far: So far my favorite moment has been plopping a few animals into the game and trying out combat against them. That came after months of implementing a skeletal animation system, so it was great to finally see it work in the game. Biggest Challenge so far: I've had to learn a lot of math and 3d concepts while making the engine, so those were each challenges in their own right. The biggest challenge right now though is the art. I'm completely new to making art so, to be frank, everything that I'm churning out is complete garbage! My hope is that as I make more and more of the art I'll get better and better, and then be able to double back and clean up all of the awful art that I've made thus far.. We'll see how that goes.. Advice that I'd love to get from you: - When should I focus on building a player base? Right now I'm mainly writing the core gameplay and trying to churn out 3d models / animations. How far does one need to get into a multiplayer RPG before it's good enough to have a consistent player base? I'm definitely still experimenting with building something that's truly fun, but I sure don't want to be in a position where I'm trying to improve the game forever without getting players. - Would you play a multiplayer RPG on your mobile device? All throughout development I've had a goal of maintaining 60 FPS on mobile devices, and having controls that are just as fun on mobile as they are on desktop. One thing here is that I'm not entirely sure if people would play a casual browser RPG on their mobile device, vs. just their desktops. My assumption is that they would, but I'm curious about your thoughts here? Should I continue to focus on this? Check it out: You can play the game all throughout development at on the Lighthouse Tale website. I also blog about development and 3d game programming concepts on my person site chinedufn.com, so always feel free to let me know anything that you'd like to read or learn about! www.lighthousetale.com
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- wip
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First and foremost Guild Tycoon is a game where a player controls a set of characters, provides them with equipment, and sends them off to fight in dungeons awaiting their hopefully successful return with wonderful loot. Players over decades have seen this type of system in many different iterations from Diablo, to World of Warcraft, to, well…, Guild Tycoon! Personally, I adore games like Diablo and World of Warcraft where players can fight through battles and improve their characters to access forever expanding content within the game. However, I found that I grew somewhat wearisome of the required investment of active time to progress. My thought, and basis for the game, is that players can get similar levels of enjoyment out of an experience that automates some of the tasks that would otherwise need to be controlled directly. I wanted to build a game where players set actions for their characters, game administrators set actions for enemies in dungeons, and a server runs a fight based on a set of rules and returns the result. It's not much to look at yet, but it's taken quite a bit of work to get to this point! I have since scrapped that original GUI, which was built on DotVVM, for the not-as-popular-as-the-original version of Angular. The server is built using ASP.NET Core, and the information is stored in a Microsoft SQL database. Everything is hosted in Azure. DotVVM, Angular, and ASP.NET Core are all types of frameworks. I think it's best to conceptualize frameworks as toolboxes. They contain everything you need in order to build a specific type of software. As an electrician needs a different set of tools than a painter, developers need different frameworks specialized for certain purposes. This analogy breaks down a bit as you dive into the specifics since frameworks are usually designed to be fairly malleable. I started with DotVVM because it is a framework built on .NET. It’s specialty is building GUIs. It uses coding languages I was already familiar with, C#. Since I had never built a GUI before, using a familiar language was a comforting idea. However, I quickly found out that when I ran into issues, I couldn’t figure out how to resolve them. Most of the popular online outlets for help in the software world also had almost nothing on DotVVM. After hours and hours of frustration, I decided I should just bite the bullet and learn a completely new language and a completely new framework that was better supported, had a larger community and was vetted by larger entities that already use the framework for their products. This would be more work upfront, but down the road would eventually pay off. Before jumping over to Angular, I decided to give another framework a shot. I had heard some good things about Aurelia, and (unless I’m mistaken) it is headed by someone who left the team that created Angular. I was able to stand up the basic example quickly, but as soon as I wanted to add my own authentication system I ran into issues. I looked through the documentation and spent hours online troubleshooting my issue, but I couldn’t resolve it. This left me to consider two remaining options, React and Angular. I looked at both, but to be perfectly honest, I decided to try Angular because the “Getting Started” tutorial was pretty much my game. Fortunately, I did not have to go through as much struggle in order to decide on the right framework for the server. My dayjob already uses .NET MVC for our backend, so I knew I could stick with that. The difference is that I decided to upgrade to .NET Core, mainly because it is far simpler to implement a custom authentication system. SQL databases have been around for decades, and I didn’t necessarily want to spend more time learning yet another system for saving information unless there was a compelling need, so I stuck with the traditional approach. To communicate between .NET Core server and the SQL server I did decide to select Dapper, which is a tool that is gaining popularity over Entity Framework. The difference between Entity Framework and Dapper is that Entity Framework is designed to try to encompass all possible needs for interacting with a SQL server into a single package whereas Dapper takes the approach that each development team should build their interaction with SQL to exactly suit their needs. It's also completely open source: Front end , back end
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Orn.io - Run over smaller players to get bigger in this 3D browser MMO! Within the game you around as a sphere, and the objective is to eat or kill players that are smaller than you so you can grow bigger. But you need to watch out for larger players who can kill you! There are skins in the game that you get by naming yourself different names, such as "usa", "russia", "trump", and many more! Web Version: http://orn.io App Store Link: https://itunes.apple.com/app/id1234138526 Play Store Link: https://play.google.com/store/apps/details?id=io.orn.game Video: Screenie:
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Hello. This is my game early version. Still absolute no graphics, just programming Added the image how it looks now. The turrets can shoot and damage the armies And this is my Goal:
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Hi everyone!! I have uploaded my last game, you can try it here: KARTWARS.io KartWars.io is a massive multiplayer IOgame developed in Phaser 2.6.2, Websocket and node.js. In this game you must get coins and smash your enemies using different items. Other players will try to kill you and steal your coins, but you can use your Energy Shield, although this will decrease your Coin Score. Your Coin Score speeds up your kart too. You can use the radar to locate the top three players. Here are some screenshots from gameplay: There are six different items you can use. Bullet, Missile and Mine have a three ammunition version and there is also an Aleatory Item. If you touch other kart when your Item Slot is empty, you can steal his item, be careful, your enemies can rob your items too. You can drive a standard kart, although we have added some new skins that you can unlock. Currently we are still working to improve it and we are developing the app for Android. Enjoy it and hope to see you in the Top Ranking! - KARTWARS.io -
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- phaser
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Hello all This tutorial i wanted to publish for along time now . As i see that the indie IO games are building their servers in C++ . It is intro to writing MMO games but not with the usual Node.js and and similar. But this time i'm showing you how to assemble WebSocket server using libuv (node.js C networking lib) for the server networking and libwebsocktes for the web-sockets layer. All server side is in simple pure C And for client side im using Cocos2d-x the HTML5 version . http://www.gamedevcraft.com/2016/08/part-1-multiplayer-websocket-game.html Enjoy ! P.S im planing to do the same tutorial using more flexible c++ 11. And later i will publish tutorial about connecting the server with mongoDB for persistence So please register to my news latter list to get updates .
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- mmo
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Hello! This is my first post, because i was most time reading here in the past months. Actually I am working in a small indy team on some full featured MMO platform thats using babylon.js. It`s an commercial platform we do together to bring up webgl MMO games in a quick and easy way. Here some challenges we are working on: FULL authorative server, with an determistic fork of babylon.js that`s rewritten in ES6 (no typescript) Server side physics simulation IOS/Android client Micro payment system Realtime level editor with multiple procedural tools (persistent) Avatar creator (face from image, morphing, outfits) Dynamic cloud instancing (actually only AWS) Asset server with bucket API Player authentification by account, facebook, google and twitter Dynamic node > buffer serialization optimized for websockets Chat / Voicechat / Instant messaging (WebRTC) Many of those tasks are done already today, but the major task to rewrite babylon has just started. For now we do use a slightly hacked version that gave us the proof of concept, but it's far from a production ready release. While doing alot of testings with babylon and other frameworks we considered that babylon is absolutely the best to use. The only weak point we found is the animation system. I could write a book about that because it kept me busy for weeks in testings, well, we decided to rewrite that whole part from scratch. Our framework is built on node.js, mongoDB, Redis, WS, multiple cloud SDK's and API's. At the current stage it is playable with a really stunning networking performance and lightweight client because all the collision and physics happens server side. So why i am posting this here? It's because we are looking for 1-2 more skilled developers to join our party. Want to develop MMO`s? Then ping me and i can tell a bit more about the project or show a running demo. Kind Regards Marcus
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Hello friends, I am developing a simple browser game called Next.Land. I would like to ask for some feedback here. I’m looking for inspiration and new ideas. There is a playable demo available so you can try the game right now (very limited gameplay). Links: Project website: http://next.land Playable demo: http://demo.next.land Some in-game videos: YouTube channel Basic features: Property tycoon. Free to play. Browser game. MMO. Simple and casual. Business simulation game. Real world elements and 3D terrain. Description: Next.Land is a property tycoon browser game. It is based on Three.js (WebGL javascript framework), OpenStreetMap - OSM (map data for real world elements like buildings, roads, forests, ...) and SRTM (elevation data for a real 3D terrain). The gameplay is simple and easy. Buy and sell properties, manage your finances and grow your empire. Play in the actual world locations with an accurate 3D terrain. I think this is a very attractive feature. You can play in the area you like the most. Next.Land is quite similar to one older game called MonopolyCityStreets. Of course, I want to keep developing this game after the initial release. I want to provide regular expansions with new game features (microeconimcs, enhanced trading, various in-game events etc). It is too early to be more specific, the game needs to be finished first Feedback: I have created a short priority list of topics that interest me the most. Do you like the game idea? Do you think this game has potential? Do you think that the gameplay might be fun? Do you prefer casual or hardcore gameplay? My intention is to create a casual game. Fun for few minutes a day. I don't like the idea that you will play this game for hours a day. Would you like to see tablet/smartphone versions? It is difficult to create the same design for every device. The game is designed for desktops right now. Smaller devices have lower performance and the gameplay, user interface and graphics need to be reduced. Everything else. Any others ideas are welcome. Other: There is an active crowdfunding campaign for the project right now. I think you should know about this. I don't want to provide the link. It is just my another attempt to get more feedback from people. I am very grateful for any feedback. Thank you very much!
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Hello, This is my first post on the HTML5 Game Devs Forum and I'm here thanks to the precious advices of Richard to show you a game we are developing with my team for 2 years. It is called Jiun, a free-to-play MOBA (or ARTS as you wish) game in pixel art scheduled to be released by the end of March 2014. It addresses to a wide range of public. 1) Sum-up of the Gameplay Here two the main concepts: - No magic skills casted by the character, only items you use. For example: You can have two actives weapons equiped, one in the left hand and the other one in the right hand. You are able to use these weapons with two keys (K and L by default) when cooldown is ok. For example you can equipe two swords or a sword and a shield. - No auto-attack such most of MOBA/MMORPG, it is more like an hack'n slash, in a retro atmosphere. For our first beta release, scheduled by the end of March 2014, we planned to implement 5vs5 mode where your goal will be to reduce opponent team reinforcements to 0. Games will last at least 15 minutes. Using a bow is similar to using melee weapons. Bows are dual-handed weapons, and are used with the left hand key (L by default). To shoot an arrow the character has to aim at the target and therefore remains stationary during the attack animation. Position yourself carefully, as you're open to both melee and ranged weapon fire. There is no automatic attack in Jiun like in traditional MOBAs, so you have to be skilled and time your shots or face defeat. Quick reactions are also crucial to moving away from the path of incoming arrows. To save yourself from enemy volleys, consider carrying a shield: it provides both a 30% passive chance to block incoming arrow damage, and can be used to block them if timed well. Stay tuned for the next video: the quickslots. Latest Version (here french version) 2) Sum-up of the of the development's chronology of Jiun Initially aimed to be a MMORPG, we worked on Jiun very hard, which was coded in java, but we realize few months ago that this wasn't the best way to follow for an independant game studio after we tried a crowdfunding campaign. The resources were lacking. The time also. As Jiun wasn't my first online game experience (I made an online MMO called Kingdom of War PSP) we decided to move quickly to another platform before being overwhelmed by labor and obscolescence of the Java applet platform. Moreover we experiment a lot of Java applet warnings. Phaser JS was the best way to achieve our goal. This choice was made few months ago and here we are. 3) Music sample Extract of Jiun Main Theme 4) Sign up to the beta, follow us and spread the word! You may be interested in signing up to the beta of Jiun and play now for free ! Register on the Web site of Jiun. You can follow us on @JiunGame and Facebook and you can also spread the word The forums of Jiun just have opened : http://forums.jiun.net/ We just launched our online shop, so if you want to support us, please don't hesitate : https://jiun.net/shop Join us now !