• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
    • By Francisco Tufr
      Hi everyone! I'm currently working on a series of books about 2D Shader Development.

      The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

      I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

      This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

      I'd love to hear your opinions on the idea and if you get the book let me know what you think.

      By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

      Hope you like it!
    • By RoKabium Games
      While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend.... 
      #gamedev #indiedev #madewithunity #screenshotsaturday
    • By vividgamer
      I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
      Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
      What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
      As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
      - Does Unity support such plugins / assets that will fulfill all my above requirements?
      - Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
      - What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
      - How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
      - Any assets I could use (for free to try basis in debug) that are relevant for my game?
      - Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
      Thanks in advance for your time reading a newbie
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity [web] Tempest Game Engine

This topic is 2879 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

URL: http://tge.stormwarestudios.com/ Further to the development of a web-based game engine technology, I have released a small client-only demo of the next incarnation of TGE, or Tempest Game Engine. - Data is loaded from XML maps, generated by TilEd map editor - Client employs line-of-sight algorithm found in earlier Ultima games (III-V) - Mouse and keyboard input is possible (keyboard input is currently employed in the demo) My idea for this engine is to utilize random generators for dungeons, worlds, and civilizations (similar to Diablo, Dwarf Fortress, etc, generated on a 'first instance' basis). Additionally, since the game is rendered entirely inside the canvas object, I am toying with the idea of deploying a custom-written user interface (not looking forward to it, though). I had considered using the browser to fulfill this need, however it seems almost a necessity for elegance' sake to keep the UI inside the canvas element. I've begun a small community site geared toward TGE's development, you can find it here: http://tge.stormwarestudios.com/. I strongly recommend, if you try the demo, to use Chrome, secondarily Safari then Firefox, and lastly enjoy the screenshots if you have nothing else :) [Edited by - stormwarestudios on March 11, 2010 5:08:47 AM]

Share this post

Link to post
Share on other sites
Hey, the demo looks pretty good -- runs great in FireFox 1.6 :)

I've been working on a javascript RTS game engine for about a year now, and I wanted to mention a few things I have learned:

1.) It would probably be best to draw the UI within the same canvas. However, make sure it is abstracted as much as possible from the game rendering. Have something like:

var ctx = ...;
drawMapObjects(ctx);//castles or towns, things that PC's can walk on... if they aren't drawn in the drawMap function

etc. etc. etc... Have a different draw function for every different layer you want to draw, and just call the functions in the order you want them to be drawn.

2.) I noticed on your website that you want to add multiplayer functionality using AJAX. My best advice with respect to this is... DON'T DO IT. There's a bunch of different things that are wrong with AJAX that makes it bad for games networking. That doesn't mean there's no hope, though. The HTML5 standard includes support for something called WebSocket. Right now only a few browsers have support for it, but someone wrote a library that detects browsers that don't have it, and use a flash bridge to implement the WebSocket. I have tested it in a bunch of different browsers, and it works really nicely. I'm working on trying to integrate it into my engine now.

Here is a link to the library:
(The example is in Ruby... so try to convert it to PHP as an exercise. If you have trouble, feel free to send me a message and I can send you my PHP socket server :))

Here's a link to a javascript game very similar to yours (IE only):

Share this post

Link to post
Share on other sites
Read through your page again and noticed you were having trouble with drawing speeds. Canvas draws seem to be optimized to draw small amounts of large images, so it may help your framerate if you pre-render large sections of your map or the whole map (either on the server with PHP GD or on the client using data urls) and using 1-4 canvas draw calls to render the relevant portions. It's important to note that IE doesn't support data urls over 64k (I think -- not sure about newer versions), so proceed with caution.

Share this post

Link to post
Share on other sites
Original post by stormwarestudios
Researching the potential with WebSockets; I'm liking it.

If you go with sockets I have both a PHP5 based socket server already written as well as a Ruby 1.9 one.

Share this post

Link to post
Share on other sites

The demo looks good in my opinion. It is also very fast (using firefox 1.6).

However, i'm working on a browser game aswell (naxasius.com) and have some questions:
* Isn't it easy to "cheat" with the xml based solution? What i mean is: There is no server-side check if i move from x to y.
* How are you planning actions (e.g.: attacking a mob, viewing an object) in the map. Is this also done by xml? That looks to me that i can make a custom javascript/webpage who renders the full 'game'.

Thanks for the Web-socket. It looks very handy.

Share this post

Link to post
Share on other sites
If you check the roadmap on the site, there is a little more insight (albeit keyword being "little"). The intent is to process game logic server-side, and present results client-side, no different than the typical client/server game.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement