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Member Since 23 Jul 2004
Offline Last Active Jan 03 2015 05:08 PM

Topics I've Started

Runion - 8-player iPad party game

05 November 2013 - 06:58 PM



I am working on a party game for up to 8 players. This is the first trailer of the game:





The team

We are 3 guys (programmer, artist, game designer) from Latvia with almost 10 years of experience in game development. Together we created a few small flash games and 2 years ago decided to move to mobile game development.


The game

2 years ago I had a birthday party and I wanted to entertain my friends with a computer game. The problem was that Xbox can be played by only 4 players and there are no iPad games for more than 4 players. So I decided to create an action game for more than 4 players - Runion. In Runion players play against each other by blowing up opponents, stealing a flag from them or collecting coins faster than others. For training purposes this game also has a single-player campaign.


The game will be released on AppStore at the start of 2014. I hope you like the trailer video. If you do, follow us on twitter: https://twitter.com/runiongame

What is this cable for?

29 November 2012 - 08:34 AM

I bought playstation 3 video cable on eBay, but I received wrong cable and seller refuses to return money. So I am asking, what is this cable for, so that I could sell it to others and maybe get my money back. I guess it is for some kind of console, but I can't find which one.

Here is the picture of it https://pbs.twimg.co...alSz.jpg:medium

Thanks in advance!

Export functions to Java ScriptEngine

26 October 2009 - 08:43 AM

Hi! I am developing a script system for my game, but can't figure out, how to bind only a few functions for using in the scripts. The example of the script would look like this (ECMAScript): var i = getSelectedCreature(); dealDamage(i, 10); Here I exported 2 functions = getSelectedCreature and dealDamage. Is it possible to export only 2 functions and restrict access to all other classes and functions so that it isn't possible to do something like this in scripts: importClass(Packages.Main); var test = new Main();

Server communications

11 October 2009 - 09:54 AM

I am planning to make a multi-node game server. But I can't actually figure out, how they communicate with each other. If one node is a login server and all other are seperate "shards" (or how do you call it), the haw do these shards know that user has logged in? One method would be to store the session in database, but I don't know if it is OK. And what if multiple nodes serve the same world, how do player positions etc. stay synced on all nodes?

Network Message Handling

08 October 2009 - 04:40 AM

Hi! I am engineering a MMO game server. I decided to use byte messages in prior to XML or JSON. The problem is that I can't figure out how to make a low coupled system. The message has the following structure: length:short, messageID:byte, data:mixed. When server receives a message, the messageHandler code looks like this: read(messageType); switch(messageType) { case login: readStringFromSocket(username); readStringFromSocket(password); tryToLogin(username,password); break; case logout: user = getSender(); tryToLogout(user); break; case ...: ... break; etc. } I have about a hundred message types, so the switch looks like a really long spaghetti. The other problem is that this code has a really high coupling. If I want to change network protocol to, for example, XML, I would have to rewrite a lot of message handling stuff. I guess it could avoid this by using observer pattern. So can you please share your thoughts about which is the best pattern/style/etc for handling messages and what do you use in situations like this?