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WebSockets and WebGL used to create multiplayer shoot'em up

turbulenz.com

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Re: WebSockets and WebGL used to create multiplayer shoot'em up

#12
post #9

Doesn't work in Firefox

If you've got a moment it'd be good to know your configuration. My default answer is to recommend Chrome, but all versions of Firefox are supported (for those without WebGL support we provide a small plugin as an alternative).

Re: WebSockets and WebGL used to create multiplayer shoot'em up

#13
post #11
post #9

Doesn't work in Firefox

We're on Hacker News. Couldn't you at least try to give a meaningful description of what doesn't work?

I'm seeing just a blue to white vertical gradient, so I'd hazard a guess that the whole thing isn't working. (And yes, WebGL is working.)

Re: WebSockets and WebGL used to create multiplayer shoot'em up

#16
This is cool and it works well.

However 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

#17
post #8
post #6

You can use an Xbox 360 gamepad if you've got one lying about :)

Didn't seem to work for me in Chrome, but did work in Chrome Canary.

You might have to enable a setting in chrome://flags in normal Chrome.

Re: WebSockets and WebGL used to create multiplayer shoot'em up

#18
Damn pretty great, I played a Geometry Wars game together with some other people, no lag, no glitches the entire game. And a whole bunch of nice animations and effects.

This 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

#19
post #10

Earlier 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 :)

Please don't, isn't the whole idea of geometry wars that the difficulty comes from the visual chaos?

If everything was super clear the whole challenge of the game would be reduced..

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