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Bomberman massively multiplayer in HTML5

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61–70 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#61
post #42

Earlier quoted context omitted.

Do you have any examples of live web-based games that are doing this with Node?

You might want to look at grits. It's an open source html5, multi-player PvP, 2D shooter up game with sound, built in match making, auth server and architected by a team of ex-game developers at Google using mostly free tools to create maps, package assets, etc.. Here's the source: http://code.google.com/p/gritsgame/ They are using Node to run the game instances on the server. This is mainly because having identical…

Catastrophic mistake, isn't that a bit exaggerated?

Re: Bomberman massively multiplayer in HTML5

#62
post #57

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

This is a pretty good start: http://play.goko.com/Dominion/gameClient.html

Looks nice, and not only is the source code not minified/obfuscated, it's actually well commented.

Re: Bomberman massively multiplayer in HTML5

#63

Oh god, have work to do. Must resist urge to waste entire afternoon.. One thing that always seems to be missing from these web games is support for gamepads for that authentic console experience however.

I agree. Though my friends and I would play this game so intensely that we'd bust through a few gamepads.

Hopefully I don't do the same to my keyboard.

Re: Bomberman massively multiplayer in HTML5

#65
post #57

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

This is a pretty good start: http://play.goko.com/Dominion/gameClient.html

Or, you know, the less laggy and more functional http://dominion.isotropic.org/

I actually wrote a chrome extension to add a log to goko https://chrome.google.com/webstore/detail/goko-log-viewer/ka...

Post about some of the goko's issues http://www.roadtolarissa.com/speed-issues-with-gokos-online-...

Re: Bomberman massively multiplayer in HTML5

#66
post #42
post #37

Earlier quoted context omitted.

I agree that Go is a fantastic language for writing servers that need both CPU performance and responsively handle many connections. That said, if you write the server in Node then you can share some of the logic between client and server without having to rewrite in another language. Examples where this comes handy in games: - If the server runs the logic authoritatively, the client can run part of that logic locall…

Do you have any examples of live web-based games that are doing this with Node?

My in-dev game thing (http://www.aliengrit.com) shares game logic code across the client and its Node server. If you've cleanly separated rendering logic from game logic for all game entities, it works really well. (i.e. the server just runs the same code without the graphics bit attached).

Re: Bomberman massively multiplayer in HTML5

#67

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

The medium is just waiting for the game devs now: remember back in 2004 when someone wrote a brilliant pretty-much-exact copy of Lemmings in the browser? Well, it's taken 9 years and the HTML5 buzzword to start getting game devs to start poking round in the space. Now that it's started we can move past all of the basic nostalgic tech demos and start writing some more innovative stuff! [Edit: it's back online, woo! ht…

I thought that Emberwind port that Opera wrote/commissioned to show off their HTML5 support was pretty impressive already (and that was in 2010):

http://operasoftware.github.com/Emberwind/

Re: Bomberman massively multiplayer in HTML5

#68
post #58

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

We need to stop excusing games being slow because they're written in HTML5. They are still behind Flash games from 10 years ago.

They’re really not. Go look at anything on (for example) Turbulenz ( https://turbulenz.com/ ) and that’s as good as anything Flash has done.

Re: Bomberman massively multiplayer in HTML5

#69
"How the fack?" was my first reaction..Because this is so awesome! Revives old memories, yet also seems really fun (especially when you try to bomb others)!!

A few questions:

1) What backend technology do they use for real-time and concurrency? Node.js?? Scala??

2) How does one update the players' real time positions/actions??

If someone could shed some light on these questions, it would be so freakin awesome!!

Re: Bomberman massively multiplayer in HTML5

#70

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box).

With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've completely reinvented all of the wheels...

But yeah, for the forseeable future, "look at how I re-implemented this ancient technology with modern foundations, and it only took half the time! (And 10% of the efficiency and 100x more RAM)" is all we have to look forward to :-(

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