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Showing results for tags 'io'.
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I've made a couple of io games and just put them on reddit and iogames.space. The games have spread to a few other sites but more than 90% of the traffic still comes from iogames.space. It can't be the only popular site for io games! What else is out there?
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LQ.mp4 Hello dear players! I wanna introduce my own game i am working on. Genre: MOBA 2D Platformer Player Count: 2-4 - (Actually only 2v2 and 1v1 bracket) Average match length : ~15 minutes Platform: Browser More information here: https://saqirmdevx.itch.io/kingdom-of-pixels Our discord where you can contact me or share your suggestion: https://discord.com/invite/U3TT62TjZB - Kingdom of Pixels is a 2D MOBA, Platformer game similar to the style of other MOBAs like League of Legends and DOTA 2. The game's theme is pixel-like, bringing a nostalgic and simplistic feel to it How to play: You can only buy items in your spawn! Win a match by destroying the enemy crystal with your minions. You cannot damage the crystal yourself, so your minions are your win condition. Open up the path to the enemy crystal by destroying their tower Gameplay video
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Would like to showcase our new game Royalz.io. Royalz was made with pixi.js, node.js and socket.io. Try to be the sole survival in this action packed 2d battle royale game. Collect armor, food and ammo as you try to take down the other players. Play here: https://lagged.com/io/royalz
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Hi everyone! I'm very pleased to announce the IO version of my game, OWN! Now you can have a better glimpse at the game without registering, instantly in your browser! You can try it HERE. Hope you guys will enjoy it! And don't hesitate to leave some feedback!
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Hello! We made an IO game called PirateBattle.io and you can play it here: http://piratebattle.io/ Mobile app version here: https://play.google.com/store/apps/details?id=com.jettigames.piratebattle IOS coming soon You are a pirate ship and you shall collect coins and shoot other ships. Coins are used to upgrade your boat. Controls: Use mouse to move Use left click to shoot Use space to boost Use 1, 2, 3 and 4 to upgrade your ship if you have enough money This game is made using Phaser, socketIO, NodeJS backend and Nginx for serving the static files. PLAY IT HERE: http://piratebattle.io/
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HTML5 Multiplayer typing game The game mechanics are simple, just type a word in the hexagons next to your position, and it will move and conquer that hexagon To kill others you need to be also next to them and type the word on their hexagon Its possible to move with the arrow keys (Up, Right, Bottom,Left) within your captured area horizontally and vertically You will earn points by killing, conquer territory and claiming special hexagons, you also can lose points by loosing territory There is also the possibility to ear the claimed words which is provided by the WebSpeech API Direct link: https://typenconquer.io
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http://www.firehungry.online About [Fire Hungry] Fire Hungry is a friendly, fun 2d shooter io game. Play as your favourite snack and burn up others with your powerful rapid flames with a simple mouse click. Players must strive to reach the highest score! Have fun! Fire Hungry was created by Infamous Flames How to Play [Fire Hungry] Unlock a character or use the default skin. Type in a name of a choice and click the blue play button to start. Move your player around the mouse. Click to shoot. [Fire Hungry] Strategy Moving your player carefully with the mouse will make dodging fire bullets a lot easier from other players.
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FreeThrow.io is a new multiplayer game where you must try to out hoop your opponent in 60 seconds! Simply swipe to throw the ball into the air. Get 5 in a row to unlock the multiplier bonus. Game uses React.js on the client side and Node.js on the server side. Play for free: https://lagged.com/io/freethrow
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Hey I've been working for quite a long time on this multiplayer HTML5 game about top-down tanks. Some people say it's .io type, I politely disagree since it's way more complex than an .io game, however I use the term as well for marketing. The game can host up to 40 CCU per room and features 2 types of vehicles for 2 types of gameplay: tanks and trucks. Tanks are good for combat, they blow stuff up and collect the salvage while trucks are great for avoiding combat. The latter can also pickup other resources found around the map. The main feature of the game is the AI. While you fight against real players there are also 3 spots (more to come) where you can encounter AI. On the top left corner guarding a lot of resources are indestructable turrets, in the middle of the map there's the indestructable train wrecking everybody in it's path and on the top right corner there's the tank boss which drops a lot of loot. People can't solo either of these (solo as in either survive to get the resources or destroy the AI) so they must team up, however these teams start to split once they're closer and closer to the loot and backstabs start happening. This is the link: https://www.jefawk.com/?page_id=1419 although I could use votes here if you feel kind enough http://iogames.space/salvage-guns it's wider on my website though and has less ads (believe me ) My twitter is @JeFawkGames Server costs ~ 100euro a month, so sorry for banner ads. This is the normal PvP fight The ending of a boss fight: Train collision, obviously the player died If you're still around, thanks for reading and if you check the game, that's just awesome. I'm always opened to any sort of feedback and criticism, be that constructive or not. Thanks!
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What is the best way to get the results--the appended bits--from BABYLON.SceneLoader.Append() ? The function for a single model, BABYLON.SceneLoader.ImportMesh(), and the function to load a new scene BABYLON.SceneLoader.Load(), both return their result, but Append() seems to only return the existing scene. I believe I understand the concept in this thread--mark everything that's already loaded before calling BABYLON.SceneLoader.Append(), at which point everything that's not marked can be assumed to come from the file load. The trouble is, if multiple files are being loaded, there's no guarantee that all of the new meshes, lights and cameras in the scene come from the same file when onSuccess fires. (This is assuming file loading happens async.) I suppose it would be possible to use BABYLON.SceneLoader.Load() to instead put the results into a new (hidden) scene, loot that scene for parts to the main scene, then delete it. That feels like a lot of overhead though. Any better ideas? [Peeling this out into its own topic, as Q&A threads don't "bump" anyway!]
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Popsic.io is a multiplayer online HTML5 game. You must navigate a popsicle stick around the map to collect splinters, which will add more sticks to your player. You can kill other players by hitting the center of their stick with the tip of your own. This is the alpha release, so I know there are still a lot of issues. The purpose of posting this here is to ask you all for help finding some of the issues. Please let me know of any thoughts you have. The game was created with Javascript and NodeJS; I didn't use any game frameworks. You can view your score on the leaderboards at https://htmlhigh5.com/game/popsicio Play here: popsic.io Gameplay video:
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Hi guys, We've launched our second game, https://astrix.io. Gameplay: It is a multiplayer space dogfight game. You start as a small fighter. You have to hunt down other players and collect plasma to grow bigger and become more powerful. Your main weapon is laser, and secondary weapon is the more powerful missile. There are also destroyable asteroids, which give powerups, such as invisibility and death ray. Damaged ships can escape in wormholes wich teleports them away. Technical details: We wrote our own engine. Display uses 2d canvas, almost everything is generated procedurally. Game uses a particle system for propulsion and explosion effects. We implemented an infinite map and fun physics. Project has been done in 1 month.
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An .io game built in spare time for my learning. There are not much features at the moment, only the basics, but the multiplayer server is working fine. Feel free to comment and send your opinions. http://swordz.io
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- io
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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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I am developing a .io style massively multiplayer game by using phaser.io with firebase. You can try this game here: http://robobattle.net/ I also published this game on Play Store: https://play.google.com/store/apps/details?id=net.robobattle.robobattle
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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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Dodgeballs.io - a multiplayer free for all dodgeball browser game, made with HTML5 and Node.js, which is essentially a free for all dodgeball arena that has features like power ups, levels, team mode, and an open chat. Please let me know if you like the game, or if you have any suggestions of constructive criticism!
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My first HTML5 Game, Snaked.io (So exciting! ) Every since playing the famous revolutionary agar.io game, I was inspired to create my own "io" game, so here it is! I took the classic version of Snake, and made it multiplayer Snaked.io (Server may take a while to connect, and a bit laggy due to it being free from Heroku) Basically, what I want to know is (preferably 1-10 scale): Do you like the concept? How easy was it to understand how to play? What would you add/change? Any bugs? (For now, may experience lag) What do you think of the name of the game? Anything else that comes into mind, please add! Gameplay Objective of the game is to eat the gray squares causing you to extend your length, while avoiding crashing into yourself, or others. Become the longest of them all! Controls W or ^ - Up S or v - Down A or < - Left D or > - Right Enter - Chat Hope you enjoy this as much as I did making it! SCREENSHOTS Screenshot (1) Screenshot (2)
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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 well, which offer bonuses like small bonuses of faster speeds, and quicker ability cool-downs. Each chassis has a special ability they can trigger, from nitro boosts with mine drops, to artillery, to regeneration. GAME LINK: http://game-128ghardpoint.rhcloud.com/signin.html Requirements: IE/Firefox/Chrome: (Chrome is prefered) Google Account: For login and tracking of stats. Backend: Nodejs, Mongodb and SocketIO. FrontEnd: Impactjs, Box2d, jQuery and Sound Manager 2. Current Status: I know I have plenty to work on still, with refining portions to adding more clear features and cleaning up code. Still, let me know what you think. Play with your friends and give me feedback. BUGS which are being worked: -The Social Section, (friends list) is still a work in progress, but it does work. -Chat window resizing goes a little wonky and needs to be set. -Crash during some rhino charges due to the box2d set position and turret projectile contact listener issue. Thanks in advance to anyone who plays, and feel free to hit me up with any questions you have. Gameplay