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WebSockets and WebGL used to create multiplayer shoot'em up

turbulenz.com

31–37 of 37 posts

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

#31
The small print (http://biz.turbulenz.com/developers):

>We're sorry to hear that. Publishing with Turbulenz gets your game in front of a larger audience. We don't charge an upfront fee and we expect to help you achieve higher user and revenue numbers. If you still don't want us to publish it, contact us about alternative licensing options.

>Our mission is to create the greatest online gaming experience. We have heavily invested in the tools and technology to enable this experience and provide these to you free of charge. In exchange, we receive a 30% fee for helping you publish and promote your games to millions of potential customers globally. In fact, we take it a step further and provide services other online platforms don’t. For example, we take care of hosting, servers, analytics, marketing, payment processing, and we even provide developers with a live staging service (Developer Hub) to A/B test and optimize different development versions of a game.

So they're going for an app store model by using a free API as bait.

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

#32
post #29

Great fun! I registered for an account, but then stopped being able to play multiplayer games. Maybe I'm just missing it, but there "quickplay" button that I was using as a guest is no longer there.

Make sure you're playing "Score Rush MP" which is the multiplayer version. You might have accidentally started the original single player version. Select the game from the "Games" dropbox in the top right of the website.

Thanks, that fixed it.

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

#36
post #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).

I was finally able to play it, and one issue I noticed was that the sound becomes choppy when there are a lot of projectiles on the screen (which is, all the time :))
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