StrawberryJam Posted May 1, 2016 Share Posted May 1, 2016 Hi, This is my first time writing a multiplayer game. It's a work in progress. I'm currently using node.js + socket.io for server. The goal of the game right now is just to kill as many other players as you can. There are a couple of bots that are spawned if no one else is online. Here's a link to the game. https://sheltered-plains-89663.herokuapp.com/ Chuck Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 1, 2016 Author Share Posted May 1, 2016 By the way, hit the blue asteroids to gain health. Quote Link to comment Share on other sites More sharing options...
WombatTurkey Posted May 3, 2016 Share Posted May 3, 2016 Some things: 1) Movement is non-responsive. When I press a key to move, update my position client-side first so the illusion of reactiveness is there. I can literally feel the websocket delay (and it will be even greater for higher latency players). 2) When moving, there is a blur effect on every pixel it seems -- those yellow asteroid pelts specifically? Not sure if that is intended Other than that, you got the concept down it just needs some polishing Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 4, 2016 Author Share Posted May 4, 2016 Hi, Thanks for the feedback. I will incorporate your suggestions. I think have addressed the blur effect by not redrawing the background, but caching the image and just draw portions of it. Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 4, 2016 Author Share Posted May 4, 2016 Another reason could be that Heroku puts the app to sleep periodically. Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 5, 2016 Author Share Posted May 5, 2016 Forcing socket.io to use websocket transport seems to have resolved the ping timeout issue. I've also added more asteroids and bots. Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 7, 2016 Author Share Posted May 7, 2016 As suggested, I've made the movements more responsive. In addition, I've made the console fit the browser window size. Things I'm working on are powerups and bosses. Quote Link to comment Share on other sites More sharing options...
danyburton Posted May 15, 2016 Share Posted May 15, 2016 my internet is reasonably good and I found it unplayably laggy unfortuantely Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 15, 2016 Author Share Posted May 15, 2016 I'm sorry to hear that. At times I also notice that the play is more laggy. It's probably due to the fact that the process is running on a non-dedicated server. Quote Link to comment Share on other sites More sharing options...
Umz Posted May 15, 2016 Share Posted May 15, 2016 It runs fine for me. But the mechanics feel a little stiff. Love to see how this goes, definitely want to see the developments made. Would love to see a few power ups and special weapons come in too! What are you using for the server code? Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 15, 2016 Author Share Posted May 15, 2016 Hi, Thanks for the feedback. Yes, I'm currently working on ideas revolving around power ups and bosses. For server side implementation, it's written in node.js + socket.io. Quote Link to comment Share on other sites More sharing options...
StrawberryJam Posted May 1, 2018 Author Share Posted May 1, 2018 Reduced the number of asteroids, seems to improve response time. Quote Link to comment Share on other sites More sharing options...
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