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Show HN: MMORPG in 55KB of Javascript

aberoth.com

31–40 of 53 posts

Re: Show HN: MMORPG in 55KB of Javascript

#33
post #14

For me it's only showing this message. "Session has ended"

I'm not sure what the causes this. I always get this error when trying to run Aberoth from Apple stores (and I have tried 3 different stores). I can't debug or fix the problem because I have not seen it anywhere else. The Java version might work.

Re: Show HN: MMORPG in 55KB of Javascript

#35
post #5

It seems that this started in 2010: http://www.aberoth.com/whats_new.php Comments from other people trying out the game are hilarious: - I was alive once... it was awful - This is way better than GTA - How do I give you my money - Which way's the strip club

The first comment is a quote from Dark Souls.

Fantastic game.

Re: Show HN: MMORPG in 55KB of Javascript

#36

There was no key :o

It's outside the door.

It's a trap!

I entered the door someone before me unlocked, but when I went back, running from thieves on low health, I found the door closed - they had me cornered and killed me.

Re: Show HN: MMORPG in 55KB of Javascript

#37
post #22

Earlier quoted context omitted.

Why do you need Steam for a Web game??

Well... An easy to download a client, keep a shortcut on the desktop. The user can track the amount of time invested... Achievements. (People love..achievements)... Extending the audience to a wider level. There are plenty other, however the dev said s/he is trying to push for it. So, I wish them luck. :)

Well, shortcuts can be made to web apps too. But yeah, Steam offers a bunch of other things to games like this; the ones you mentioned, but also a way to pay for the game, a community, and (probably most importantly), exposure. App store for games.

Re: Show HN: MMORPG in 55KB of Javascript

#38
post #30

Where can I read more about the technologies used? I'm especially interested in how you are using WebSockets to achieve such smooth real-time. I was always under the impression that WebSockets was unsuitable for multiplayer games like this.

TCP is pretty well suited for MMORPG's, World of Warcraft uses TCP too.

UDP is needed for games that need more consistent accurate response times, like FPS and racing games.

Hopefully when WebRTC datachannels get browser support we'll finally see those too :)

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