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Bomberman massively multiplayer in HTML5

bombermine.com

191–200 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#191

Earlier quoted context omitted.

Not really sure, perhaps the game itself isn't web-aware and they just use node.js to pull messages in and out because it is fast? Will have to see if Ivan replies to know for sure. :)

Game is connected to Java over websocket through haproxy. I'm going to remove haproxy as soon as i discover solution for a few backend problems.

Ah, that's pretty much what I expected. So Node has nothing to do with how nice it's running.

One more question if you don't mind: Are you doing any server side checks to make sure player movement is within bounds and then doing prediction on the client?

Re: Bomberman massively multiplayer in HTML5

#192
post #84

This excites us developers, but sadly the gamers couldnt care less. Sure it doesnt require a plugin, but thats not really a dealbreaker for most web gamers.

I think you haven't given it a good look, this game is SOLID, awesome and fun

Yesterday I've played it for like 3 hours straight and had a blast, gamers will care(and are probably already caring since the servers are full) because it's fun and that's it

Re: Bomberman massively multiplayer in HTML5

#194
post #70

Earlier quoted context omitted.

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 co…

A 100Mhz Pentium in 1992? More like a 25Mhz 486 if you were lucky, my friend made it run on a 286. And you'd get about 15fps, wolf3d used to give people brutal motion sickness. Wolf3D is also an interesting example because the rendering is done in software (so your high powered HD video card doesn't help at all) and I guess a lot of development time was spent writing asm routines/hacks to take shortcuts with the nece…

"wolf3d used to give people brutal motion sickness."

Most FPS still give me motion sickness, but I distinctly remember throwing up with the first Wolfenstein.

Re: Bomberman massively multiplayer in HTML5

#195

Earlier quoted context omitted.

Hi! This is awesome from a technical perspective and was initially fun to play. Being reset when I died was a major problem, especially when joining for the first time in the middle of a round and playing against players who already had lots of stuff (at which point one tends to die quickly... and then have to start over). I'm not an expert in game design (just psychology) but from a hedonic perspective I strongly su…

I like games with harsh punishments - my favorite is hardcore mode in Diablo - death is permanent and when you die, you loose MONTHS of work, every item you have on you, every skill and level you have gained, everything. This really gets the adrenaline going when you're in a tight spot.

What happens when you have a blackout / internet failure / computer error, or another random problem? You lose everything as well, and usually through someone else's "fault" (and no adrenaline for you :) ).

I used to play Mario 3 on the NES, and at the time my country had a bad electrical infrastructure, I hated going back to the beginning due to a blackout.

Re: Bomberman massively multiplayer in HTML5

#196

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…

I just don't get it - someone please smack me down and give me a convincing argument on how HTML5/CSS/JavaScript is a more innovative technology than Flash/Silverlight? The only pro I know of is that it runs on IOS and flash does not (actually flash does run on JailBroken IOS). In 3 years IOS will power less than 20% of mobile devices. What then? My big rub with HTML5/CSS/JavaScript and all this standards crap is tha…

We tried the plugin model back in the 90's. It was uniformly rejected by users and developers alike. Flash was pretty much the only plugin that managed to get wide enough adoption.

And flash is going the way of the dodo because innovation couldn't happen at top speed, because it was limited by a gatekeeper that insisted on keeping it closed.

The lacklustre support for Silverlight was a demonstration of how badly we were burned by flash.

While it's taking a long time to catch up, we're now free to expand the capabilities without being in a situation where a single party can hold everyone for ransom by refusing to support specific browsers or OS's.

There are many negatives to having HTML5/CSS/Javascript as the foundation, but they are dwarfed by the problems of the alternatives we've had to deal with.

Re: Bomberman massively multiplayer in HTML5

#197

Earlier quoted context omitted.

I like games with harsh punishments - my favorite is hardcore mode in Diablo - death is permanent and when you die, you loose MONTHS of work, every item you have on you, every skill and level you have gained, everything. This really gets the adrenaline going when you're in a tight spot.

What happens when you have a blackout / internet failure / computer error, or another random problem? You lose everything as well, and usually through someone else's "fault" (and no adrenaline for you :) ). I used to play Mario 3 on the NES, and at the time my country had a bad electrical infrastructure, I hated going back to the beginning due to a blackout.

Agreed, this can be incredibly frustrating! Has never stopped me from playing the game, though... One time I even broke my keyboard (hit with a fist), but within minutes borrowed another keyboard and started a new champion... I guess when the game is good you can make your "users" (in both meanings) suffer through anything.

Re: Bomberman massively multiplayer in HTML5

#198

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 most impressive html5 game I've played so far with nice graphics, music, and most importantly pretty responsive feedback is 'Save the day' : https://turbulenz.com/games/save-the-day/play The first time I played it, I had assumed it was a Flash game, and not html5, based on the quality of it.

Is that really an HTML5 engine?

It forced me to download a DMG containing "TurbulenzEngineInstaller.app" which itself contains "npturbulenz.plugin" and an "install_script" that installs that plugin into "/Library/Internet\ Plug-Ins/".

About as good as you can get plugin installation to be, I guess, but it's not what I'd expect from an HTML5 game.

Re: Bomberman massively multiplayer in HTML5

#199

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…

When will tools like Flash be created for HTML5/javascript? (with drawing tools, animation tools, etc)

Some stuff in that direction http://www.createjs.com/#!/EaselJS http://www.createjs.com/#!/TweenJS http://www.createjs.com/#!/SoundJS

sad that flash has so many issues (security, performance, etc) because there are some really nice compositional tools for creators in that ecosystem.

Re: Bomberman massively multiplayer in HTML5

#200

Earlier quoted context omitted.

The most impressive html5 game I've played so far with nice graphics, music, and most importantly pretty responsive feedback is 'Save the day' : https://turbulenz.com/games/save-the-day/play The first time I played it, I had assumed it was a Flash game, and not html5, based on the quality of it.

Is that really an HTML5 engine? It forced me to download a DMG containing "TurbulenzEngineInstaller.app" which itself contains "npturbulenz.plugin" and an "install_script" that installs that plugin into "/Library/Internet\ Plug-Ins/". About as good as you can get plugin installation to be, I guess, but it's not what I'd expect from an HTML5 game.

The site offers to install a plugin as a fallback for browsers that don't appear to offer the required HTML5 APIs (mainly WebGL). This allows the JavaScript/WebGL games to run on a wider range of browsers (particularly IE and when required APIs are locked behind a developer switch.)
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