I visited the site using Firefox Nightly and it said: "Powderkeg can't run on your browser. Would you mind coming back with either Google Chrome or Firefox?".
Kidding aside, I'll take a look. What OS?
61–70 of 73 posts
I visited the site using Firefox Nightly and it said: "Powderkeg can't run on your browser. Would you mind coming back with either Google Chrome or Firefox?".
Kidding aside, I'll take a look. What OS?
You 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…
When I load it in a normal window and click "Find a match" nothing happens. In console:
> findMatch failed: CHANNEL_REQUEST_ERROR: 'BROWSER_WS_ERROR: WebSocket.readyState 3 != WebSocket.OPEN'
When I try to load it in an incognito window:
> XMLHttpRequest cannot load http://pk-cdn.prod.artillery.com/powderkeg/21/Scenes/MainMen.... Origin http://powderkeg.artillery.com is not allowed by Access-Control-Allow-Origin.
Would you consider adding on screen controls for tablet users? I'd guess this kind of thing is a better fit for mobile than desktop, but is unusable as is under Android Chrome.
One of the starcraft devs posted a blog entry here that should be instructive-- sorry, I lost the link, but it might still be reachable from the front page. Basically, you need to do as much as possible on the client side, even when packets are not going through, to make the interface feel responsive.
The issue might also be exacerbated by a simple lack of bandwidth, or maybe some problem with HTML5 (I admit, I am not that familiar with HTML5 as a dev environment.)
http://bombermine.ru, on the other hand, was as smooth as butter for me. So I don't think the problem is insurmountable. Anyway, don't give up, I'm sure you can fix it! You probably should create some kind of test environment where packets are artificially delayed-- perhaps there is an iptables incantation in Linux that can do it for you.