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Showing results for tags 'local multiplayer'.
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Inspired by Tetris 99 for the Nintendo Switch, here's a local multiplayer snake game that supports as many players as your WiFi network can handle! Play Snake 99 Built with Phaser 3
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I got to a good stopping point on cave2d.com "game5" so I think I'm done with it! *POST*. Game5 is the sequel to game2 that nobody asked for. It has local multiplayer support, keyboard/mouse and touch support, a few different weapons, tractor beams, shields, explosive mines which are fun to chain together, and sounds generated live with web audio. It was fun to make (which is good because I don't plan to make money with it) and I'd love to hear any feedback on it - thanks!
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Hello, I'm currently trying to make a networked (client/server) multiplayer game with an option for local multiplayer, where the game is hosted directly by the client so that people can play against each other on the same screen. In my original GameMaker prototype, I did this by maintaining two separate copies of the game logic for each mode (local multiplayer in GML and networked multiplayer in javascript/nodejs). This seemed redundant, so for my current html5 version, I figured a better approach might be to place the game logic in a "shared" folder on the server, and then have that be served to the client using express-js. That way, both the local mode and the networked, server-side mode derive their game logic from the same source. Is this the right approach? And if so, are there specific tools other than express-js that I should be using to achieve this?