Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
41–50 of 73 posts
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#42Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#43Anyway I can invite other players by sending them a link and not use facebook?
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#44How long did it take to make the graphics/sprites?
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#45z : up
s : down
q : left
d : right
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#46You might want to consider using client-side prediction and lag compensation. Here's John Carmack describing how he used the aforementioned techniques to make Quake playable over the internet: http://fabiensanglard.net/quakeSource/johnc-log.aug.htm Here's how Valve do it: https://developer.valvesoftware.com/wiki/Latency_Compensatin... And here's another good article on the topic: http://gafferongames.com/networking-f…
All good links, thanks! We are in fact using client-side prediction and lag compensation. It's extremely difficult to make a perfectly-playable action game with 500ms ping — you'd be kicked off a Quake server with that kind of lag :) Powderkeg uses lockstep network synchronization and every client sees the same simulation (though the player you control has prediction). The network framerate is 10 FPS and the server w…
EDIT: Ah cool I see it's explained in your post: http://blog.artillery.com/2012/10/play-powderkeg-html5-multi...
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#47Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#48This is a great little game. Just played a few rounds and had a blast but hit some nasty lag a few times. The basic game play is quite addictive. Nice job.
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#49I'm getting these errors in Chrome (v. 22.0.1229.79 m): Unexpected response code: 404 :1 Channel error 'BROWSER_WS_ERROR': 'undefined' __runtime.js:1 Channel 0 closed. __runtime.js:1
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#50Looks great but I could not play with my azerty keyboard :p I guess for me you would map: z : up s : down q : left d : right