Doesn't work in Firefox
WebSockets and WebGL used to create multiplayer shoot'em up
11–20 of 37 posts
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#12Doesn't work in Firefox
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#13Re: WebSockets and WebGL used to create multiplayer shoot'em up
#14Doesn't work in Firefox
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#15Re: WebSockets and WebGL used to create multiplayer shoot'em up
#16However the graphics are giving me a headache. I played for 10 minutes and I quickly couldn't find my mouse's cursor, nor distinguish between enemies and the background, enemies and the rewards, and enemies from myself. Too many colors.
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#17Re: WebSockets and WebGL used to create multiplayer shoot'em up
#18This shows that at least for the arcade market, the web really has become a mature platform. Ofcourse, this game was cooperative, and chaos-y. It's not certain at all this kan be made feasible for competitive multiplayer with more strict rules.
Maybe that just means it's restricted to fun games ;)
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#19Earlier quoted context omitted.
Yeah visuals are confusing, here is how I would fix it: Make each players view of the game unique such that it is easiest to decipher where their ship is, and where incoming bullets are. So the player's ship could be bright white, the harmfull bullets bright red or orange, and everything else a darker color. What the next player sees is different - a view designed to distinguish their own ship, and player 1's ship is…
Thanks for the ideas and thoughts, I'll link the team to this post :)
If everything was super clear the whole challenge of the game would be reduced..