I've also had it tell me "You won. :(" which is incorrect. :)
Edit: the Github badge at the top can get in the way. And there could be a check if you've disconnected. And it doesn't remember me if I reload.
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I've also had it tell me "You won. :(" which is incorrect. :)
Edit: the Github badge at the top can get in the way. And there could be a check if you've disconnected. And it doesn't remember me if I reload.
My biggest problem with this is I've gotten two opponents which didn't try to grow, just kept going in circles. They were pretty much guaranteed to win, since I eventually hit myself. Even if I hit them, it was just a draw. Kind of silly, since they'd obviously get bored quickly, but still a problem.
As more people keep playing I've noticed it's starting to glitch. Last game my opponents snake ran into me and I could tell that he was then done playing because his snake kept going in a straight line over and over. About a minute later it finally said I won. Just a heads up.
Gotcha. I haven't experienced that yet but it may be resulting from all the traffic I'm getting right now. Or .. were there still snacks popping up after he ran into you? If not, it's possible that the server restarted when that happened due to some exception so you just ended up playing solo with no server connection.
Fantastic game though, so addictive... the running score, and win ratio are great. It would be cool if you could see your opponent's win ratio or a rank of some sort too? Perhaps when you're counting down for the game to start?
Cool game but quite buggy. Sometimes a snake went through me, another time the opponent rammed into me and it was a draw. If we can have 3D shooters online without these problems, I would think a snake game would be possible too ;D Anyway though, I do think it's well done, and open source too, so no real complaints.
Thanks :) I think the issue is that some people are playing with browsers that don't support web sockets, so even if you support them, their connection affects the synchronization between you two. I should probably start doing some feature detection for websockets
One other little problem I noticed (on FF13) is that if I accidentally held the down or up keys for too long, my browser would scroll down the page.
The client should only be able to send the direction it's turning and on which turn, and that's it. The server should allow for some slack in the turn numbers, but not much.
I thought this might be a multiplayer game of a single instance of Snake where the consensus move is executed in realtime from many players. Of course your version makes sense, but I think the latter would also be cool :)
I'm curious if you did by any chance see my take on multiplayer snake? (From here or the tigsource forums, maybe? It's playable at http://bfilmhelden.de:8080/ less polished tough. Made some different choices. (E.g. clients can only send commands, and also send always the full game state.)
Nicely done! I had a lot of fun playing this for about 30 mins! A couple of questions: I thought that if one snake ran into another, it would end the game but there were a couple of times where they just passed thru each other. Was this a bug? Also, there were a couple of times when either I or my opponent ran into the other, and it ended in a tie. Shouldn't that be a win for the other player?
Thanks! Both of those are bugs caused by latence issues. I tried my best to make the game playable, but they still sometimes occur. Most likely the person you were playing with had a slower connection or had a browser that didn't support web sockets.