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[WIP][Phaser]Onyx Online - MMO with open source base


vez
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Hey guys I've been working on a multiplayer online game with phaser, node.js, socket.io, and orchestrate.io as a database service for a while now. The game is called Onyx Map, it is still very much a WIP. Check out the current version of the game here: https://onyxonline.herokuapp.com/ the way it is right not you have to complete a simple registration to track your username in the game. The game is a massively multiplayer online exploration platformer, but in it's current state there is not much exploration (read: no exploration at all). You can use the dummy account: username: frank password:aaa to test the game. Be aware if someone else is using the account it will not work for you and you will have to register for a username.

 

The main reason i'm posting on here is because I just finished documenting an open source basic version of this game that is very easy to understand and use for someone who is interested in writing their own mmo in phaser and node js. The source is available on github: https://github.com/vezwork/phasocketonline. Looking at the source of the current version (onyx online) using control+u makes it fairly clear how I implemented certain features like chat and names to this open source version.

 

The client is based off the excellent Phaser beginner platformer tutorial.

 

Hopefully this interests and/or helps some of you! Thanks for taking a look. Feedback is greatly appreciated :)

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That's pretty cool. When looking at the websocket data, it seems like you're sending a lot of unnecessary updates across the pipe? Is that intended?

 

Also, the items in my inventory don't really do anything? I cannot equip them?

 

I guess it's a WIP anyway, so I'm looking forward for more updates! You have a great system thus far and very unique.

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@WombatTurkey Thanks for the feedback! I use websockets to send information about your player like your x, y, and animations state every 100ms. The server also sends back the same information about all players who are currently connected every 100ms. Is that what you mean? I'll concede I know very little about websockets because socket.io made it very easy to use them. Also the inventory is still a work in progress :/. Thanks again for the positive comment.

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