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Show HN: I Built Multiplayer Deathmatch Joust

joust.life

31–40 of 107 posts

Re: Show HN: I Built Multiplayer Deathmatch Joust

#34

Most of this code dates back to 1998, when I built a little 2 player Joust game to push the bounds of what you could do with Div (and at the time Layer) tags in the latest browsers such as IE4 and Netscape 3. Surprisingly, most of it still worked when I thawed it out recently, provided your browser knew about document.all. Over the weekend, I brought it up to date a bit and introduced it to Socket.io. Thus far it has…

Fantastic :)

It would be nice if you could change the scaling to use nearest neighbour on the players so they don't look all smooged,

Re: Show HN: I Built Multiplayer Deathmatch Joust

#37
Amazing work. Childhood vibes were seriously kicking in while playing this. Now if only I could get my brother here to constantly yell at me to stop cheating it would really bring me back.

I just played on my pc and the only issue I encountered was a noticeable amount of lag.

Re: Show HN: I Built Multiplayer Deathmatch Joust

#38
I played only the coin-op version as a kid, so I never played competitively with other humans (the two-player version is more cooperative than competitive). It's a very different game against humans!

A suggestion: when you kill someone, you receive the points that they had (min 1). Have each player's point total hover around their sprite. This would set a higher bounty on the better/luckier players and balance the gameplay a little.

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