Search the Community
Showing results for tags 'advice'.
-
Hey! I've decided to build a simple 2D framework for building multiplayer/MMO games (similar scope to Agar.io), I have significant experience in building multiplayer engines for windows/linux but I have never touched web. If you have any advice on libraries and development technologies, or general advice, I would greatly appreciate it. My current tech stack (if you think this is naive feel free to call me out, as I am indeed naive.): Language: Typescript Client Platform: Browser IDE: VS2017 Rendering: Pixi.js Physics: Box2D or similar Level Editor: Tiled or similar Animation: Spline Server Platform: Linux VM via google or aws Run time: Node.js Web Server: Apache Database: MySQL Shared Modules: UMD Networking: WebSocks / Socket.io Data Structures: typescript-collections Logging: Log4ts (based on Log4js) My framework will be a microservice architecture that will used to create the basis for the client engine and the server authority engine and then a bunch of microservices that clients interact with (Authenticator, Inventory, Logging, etc). Q: Why don't I use Phaser or other for the client engine? From what I can see is that Phaser is hard and/or in optimal to run on the server side. I could use it on the client and then bunch together similar components and run them on the server but from what I can see Pixi provides a lot of runtime functionality that I will need, and I like the idea of using same physics and other libraries on both client and server. Thanks in advance! Edit 0: Object pooling: Opool Edit 1: Typescript Optionals: https://www.npmjs.com/package/ts-optional Node Websockets: https://www.npmjs.com/package/ws Browser Event Emitter: eventemitter3 Edit 2: Docker: for creating instances of node.js microservices. Scaling: not sure yet, but simplest case will be a c++ service that will spawn docker services and join the cluster as a ring node and will limit the time slice of each microservice.
-
Greetings everyone! First of all, I'd like to note that I noticed a warning to take note of banned topics list, but I couldn't find it. If this is among them, I do apologize, and it can be removed. With that out of the way, I'd like to run my distribution strategy by you. My requirements for distribution were First is profit maximization. Secondly is publisher relations, I want us both to mutually benefit from the deal (non-ex licensing), and to nurture a lasting relationship for future publishing. Thirdly I'd like the game to get exposure to as many players as possible around the world. To achieve these goals, my plan is to sell licenses ($500-$600) to several portals that have limited reach. Then distribute the game through a channel like BoosterMedia, who has a much broader array of distribution portals, with ad revenue share. I then combine this with self-distribution through native wrappers, and published to various mobile stores (iOS, Android, etc) with in-game ads. My initial problem with this strategy is the ethics, I'm not entirely sure how the various distributors operate, so I'm not sure if this will be unfair to them. Can I sell licenses to smaller portals, and then give ad share to a larger one? Will the larger portal cut into smaller portal profits? My second issue is how effective this will be, and if it's worth the time. So should this make money? Or is the ad revenue & self-publication not viable? EDIT: One other question: do most portals, including BoosterMedia, distribute on app stores? As I'd want to avoid conflict in that area as well. To give a short description of our first licensed game: It has really good vector art, scales on most (or all, haven't thoroughly tested) devices, and will be localized in a few popular languages when I get to it. App store distro will be wrapped by Intel XDK/Crosswalk. I know this is a lot to ask, so I hope it's not reaching, and I hope my strategy isn't totally stupid from an outside/experienced view ;-) Thank you very much. P.S. if anyone has firsthand experience, I'm also curious how you personally translate your games to other languages. Obviously there's not much to translate in a typical game, so is Google translate/Babel sufficient?
- 13 replies
-
- distribution
- strategy
-
(and 2 more)
Tagged with:
-
Hey Folks, I have been playing around with phaser for some time making simple stuff. But for my new project I would like to try to make a Fighter game. I would like to make a character that is capable of attacking and has fairly good hit collision with other entities in game. Since this is more of a theory question. I will try to explain my approach. The character is group. Made with 3 parts. Body(sprite), arm(sprite), sword(sprite, for example 20x80, angle: -90). Now I would like to make the sword angle to go down from 90 to 0, aka simulating an attack. I get that I could just change the angle. But I also would like to smoothen the animation with the arm moving and the sword moving( to make it look like slashing ). This is kinda the setup in my mind. Now I would like to know what physic to use( planing to use arcade for simplicity sake ), Should I do this with tween? Or should I update the rotation and play animation? idk. if this is important, but the attack should also be I guess timed, so that you can't just hold the key and keep on slashing, but it deals damage, per attack (animation that would be like 0.3s long) Is there a better solution, approach that I could check out? p.s. I know this might seem like a mess post, i was trying to brainstorm and get some advice/ theory on how to handle such a thing. Would like to think that someone has already made this sort of game. Cheers, Jaru
-
- tweens
- animations
-
(and 5 more)
Tagged with:
-
Hi All, TLDR: i really just want a javascript sprite rendering engine, is Phaser right for me and/or with 3.0 will i be able to just use that part of the engine? I am about half way through my first phaser game and am loving it. Because of the nature of the game, i am using very little of the engine. All I am currently using the engine for is input buttons and sprite rendering. No physics, movement, world updates etc... I am using all my own code for doing movement, collision, updates, etc.. In the current phaser version, i am starting to see some slowdown on mobile browsers. I still have some obvious optimization to do which will help but i am at a point now where i could move things around easily since basically everything is just pure javascript. The hooks are not deep into Phaser at all. I read with 3.0 we would be able to add and remove things from phaser to match what we need, is this still the plan? Would i be able to just use the Sprite Render and Button/Input parts? Is there another engine that might be better (maybe just straight PIXI). Or should i just use Canvas and make my own simple sprite management? Any advice from you guys with experience would be much appreciated.
- 2 replies
-
- deveopment
- phaser
-
(and 6 more)
Tagged with:
-
Hey, I'm currently developing a web based manager game. I would like to get some input on how to achieve my goal: Creating a Manager game where NPC's will move around based of strategies given by their managers. In the simulation part I would need a game engine and a physics engine to check for collisions etc. would need the NPC's to know they can't run through a wall for example, but I also need a system so I can see if a player standing behind small objects, such as a tree if that player is visible to other players (his arm etc.) The genre would be FPS, such as "csmanager". I would love some inputs on how this could be achieved, I have done tons of research and have an idea. But I would love to hear how you guys would do it
- 10 replies
-
- simulation
- manager
-
(and 1 more)
Tagged with:
-
Is it possible to get payed for my games even though my company isn't registered yet. See, I'm currently a foreigner in the country I'm currently living in and so I can't open a business (sole proprietorship). So if anyone has any advice or experience with getting payed without actually having a business name, I would like to here your opinion.
-
Hello everyone, I am not new to programming, but I am new to HTML5 game development. I was wondering if Phaser is a good place to start with making HTML5 games. I have seen that some people just use no framework starting out, but I didn't know if that was a good idea. Some people have also suggested using programs such as GameMaker or Construct2. I am just looking for some thoughts on this and appreciate any opinions given. Thank you all, Zio
-
I'm new to phaser and I think this should just be a place for more experienced phaser-users to give little gems of advice to newcomers. Not only am I new to Phaser but quite new to Coding, so if anybody could give advice on how best to teach myself code, I'd be very greatful, I'm currently learning with the aid of 'The new Boston' on youtube which is very helpful, and he simplifies everything quite well, he sometimes explains things a bit too much, so he's probably just best for people very new to code, like me.
- 4 replies
-
- new
- first time
-
(and 1 more)
Tagged with:
-
I have designed a word game which I have played a lot on a physical Scrabble board, and I would now like to have programmed with a view to placing it with a company such as Gamehouse. The screen presentation and player input would be similar to Scrabble. I know little of programming and wondered if anyone would advise me of considerations before contacting a programmer, such as Is solo player best to start with or should I go for multiplayer? Should I confine it to desktop or to mobile devices? Single platform or cross-platform? How important is difficulty level player options? Of course, I would direct the programmer to the company's developer resources for their compliance requirements. Thanks for your help.
-
Hello everybody, I am new on this forum, but I think I'll stay around a while Short presentation: I am a French developer, fond of games like everybody here I guess, and I just started the html5 adventure. I have some background in oo coding (java, c++), I like clean, reusable code with a good ratio between performance and clarity. I want to make a cross-platform 2D game, html5 games feel right to me but I feel overwhelmed by this new world. Too much information, too much choices to make, not enough time, help . My project: Make a cross-platform 2D game. I will start by a top-view-world-exploration-type-of-game. At start I will make it really simple with no animations. Then I'll add layers of complexity, game logic (a lot), and at last (but not least) online multi-player capabilities. My need: Your feeling about what environment I should use. What I already did: I read the "Learning to write javascript post". Really helpful. I already tested few things. First I do not really like every aspect of the javascript language, it feel like I'm trying to build a bridge with bamboos and duct tape. I am potentially interested by Typescript but that's just a feeling. I used Cocos2d HTML5. It's OK to use, but I am not 100% satisfied. I just tried Pixi.js and I like the really simple syntax. But it is really new (maturity ?) and I feel that I'll need more tools. I got a glimpse of Turbulenz. Seems amazing, but maybe overkill for what I need. That said, if the performances are OK and the syntax simple I'm not against it. Don't hesitate to ask more precisions. Thank you for your answers. Clément