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Mozilla's BrowserQuest - Massively Multiplayer HTML5 Experiment

browserquest.mozilla.org

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Re: Mozilla's BrowserQuest - Massively Multiplayer HTML5 Experiment

#103
post #100

Earlier quoted context omitted.

Ah, I see. I didn't reload the page. I wonder if there is any way to do this without reloading the page... It be fun to show off if someone figured it out.

The client server protocol only lets you specify arbitrary equipment when you connect. To change equipment during the game, you have to Types.Messages.LOOT a dropped item.

Sorry, I don't understand. Types.Messages.LOOT can be used how exactly?

Re: Mozilla's BrowserQuest - Massively Multiplayer HTML5 Experiment

#104
post #100

Earlier quoted context omitted.

The client server protocol only lets you specify arbitrary equipment when you connect. To change equipment during the game, you have to Types.Messages.LOOT a dropped item.

Sorry, I don't understand. Types.Messages.LOOT can be used how exactly?

LOOT is an action in the client server protocol - you can't easily use it. The important part is that you can only equip an item that is available to be picked up, unlike when you first connect. You can specify any weapon and armor when you first connect, which is why editing the local storage works.

Re: Mozilla's BrowserQuest - Massively Multiplayer HTML5 Experiment

#105
post #83
post #68

Earlier quoted context omitted.

Since they used localStorage, you can modify the state of your character. If you want the best weapons in the game, the sword is called 'goldensword' and the armor is call 'goldenarmor'.

You can also make yourself permanently invincible, attack 10 times per second, and teleport around, if you get a reference to some of the internal variables. I actually found it quite difficult to get that reference since the project uses requireJS and doesn't leave any global/window references. As far as I can tell, the only way is to pause in the debugger, which is much more tamper resistant than I expected it to b…

I'd like to hear more about how you did this. I'm always interested in manipulating Javascript and whatnot. Who knows, maybe I will learn something about securing my own games by tinkering with this.

Re: Mozilla's BrowserQuest - Massively Multiplayer HTML5 Experiment

#106
post #68

Article about how the game works: https://hacks.mozilla.org/2012/03/browserquest/

Since they used localStorage, you can modify the state of your character. If you want the best weapons in the game, the sword is called 'goldensword' and the armor is call 'goldenarmor'.

I played it for 20min and after that I had golden sword and golden armor; hacking around in localStorage would probably have cost me around 10min too. And playing the game deems me much more fun :)

Re: Mozilla's BrowserQuest - Massively Multiplayer HTML5 Experiment

#107
post #11

You can follow the player population in real-time on this dashboard: http://browserquest.mozilla.org/status/

Can anybody explain what the dashboard is showing?

3 servers, 10 worlds per server, number is people.

Re: Mozilla's BrowserQuest - Massively Multiplayer HTML5 Experiment

#109
post #78

Earlier quoted context omitted.

Realm of the Mad God is even better on that front: it auto-generate a name for you, you just hit "Play" and you're in the game ready to rock (you can edit the game once you're hooked of course, and create a formal account, and start paying your dealer, but the initial experience is "hit play and you're playing")

best "tutorial" i've seen indeed.

I thought the most clever part was how it throws you (pretty much) directly into killing your first boss monster. You feel awesome within a few minutes of starting, immediately before getting told to go kill more boss monsters.
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