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About rmxhaha

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  1. I want to make an RTS multiplayer game. I tried making my own physics engine but 1. It's hard trying decouple the physics engine from the server code for the client code 2. when the client get a data from the server the correction looks awful 3. My physics engine is not great, buggy I want to make a better animation easily   I tried making my own rendering canvas code but 1. making these one takes a lot of time 2. I don't know how to code cool effects like shadow, glow, masking, and so on   The server code is also in Javascript ( Nodejs )   Drawing things in javascript is quite easy but adding effect I don't even know what to do Is there a game engine that can solve some of that problem ?   I tried looking at phaser but the tutorial seems lacking and I get lost in the documentation ( typical me ) Can phaser solve these problem? I am sorry in my lack of knowledge I've look at platformers tutorial everywhere there no top view games code on phaser If possible please share resources on phaser on these problems   I look at these physics engine : Matter.js and Physics.js Those are even worse than phaser resources so far I look at it and seem the difficultly is beyond what I expect...  
  2. Need advice on game design

    I forget to say thanks before, so thanks you for all the reply so far   I think you are right   Ok, I have changed that and adding sprint ( activated by pressing shift ) to check things out,      The problem is when you find the object or worst the lever to do this, you will just sit there and camp while other tries to activate it or so I thought it would be camping but perhaps that's a good strategy too   About sonar after thinking about it for a while, it seems to be not so bad of an idea  but on the technical perspective I think it is a bit difficult to synchronize  I don't know never really try making this kind of feature before I will try ..   and thanks again for the reply, a few more question if I may ask    How large should the map be ( in pixel or in screen size ( e.g. 3 screen wide ) )  so it wouldn't be too large for 2 players to play not too small for 10 players to play? Does the game feel jittery ? ( this is due to the fact the my laptop is 6 years 3 month old, with it's dual core T5750 and no GPU, it can run the game best around 15 FPS and on average 8FPS, it's ok for debugging but not really playable in my own laptop, so I cannot test the fluidity of the game )
  3. Need advice on game design

    I would agree to "the game is too slow" The reload is 3 sec and isn't without reason The reason is so that it's more of a stealth game rather than shoot everywhere so the enemy comes out... But I will make it shorter or perhaps makes the player run faster or just both   I can change that ...    This will turn into a waiting game, I just thought about it that way ... I just really dislike campers sorry   As for the other items @Naveof and @Thaumaturge mention  I could only agree to the item that can splatter and change the background (granade) An item or in-game object--perhaps fixed to certain points on the level--that allows the player to set or toggle their colour. ( a color pool ) Serveral Items that I am confused about Teleporters ( how to to control the point where to teleport to The platform appear and disappears depending on the background color. ( What happened during the transition ? And also I think this one is too advance for me but I really2 think that this is a great idea perhaps for later on ) Serveral items that I cannot add to the game   Sonar I only have "BTOOM" as a reference here so if I imagine that's the way someone will play with sonar I think it's too advance and also, it may sometimes be annoying when one is hiding and someone ping you ( I assume someone being ping-ed know he is now discovered ).    A flashlight/darkness-thrower. It really looks stupid if someone is hiding and turning on the flashlight or even asking for attention when not but perhaps someone may mention why my statement is flawed   An item that entirely--but temporarily--blacks- or whites- out the level. cannot really see the point of having this items, and the night day cycle will be quicker in the next version too but I will perhaps add it in the future if there is a reason to       grappling hooks, I think this require more skills than I have right now   shields, it looks like cheating to me, hey I found out where you are there, I shoot you but shoot You got a shield and you shoot back at me while I haven't finish reloading   Weapons, haven't really got ideas rather than gun
  4. You can try the game by opening github.com/rmxhaha/bwshooter click the download as zip ad the right side and open prototype.html I know this is a very plain game, no music, barely no art, what so ever  and the map id dull too This is due to me down scaling a few times over the year because it's very rare that I finish a game project around 5 projects of mine have been discontinued whether it's a group project or private one ...   I have been a little bit busy with university paperwork in the last month so I stop coding games for that time     I am making this game multiplayer but before that I need to complete all the mechanics to reduce the complexity later on..   So, what should I improve ? what feature should I add or removed ?  
  5. It's been quite a while since I am a bit busy with university registration that took tons of paperwork..   Where to ask for my game improvement suggestion/review ? I am in this website in which thread should I ask ? I am developing one at https://github.com/rmxhaha/bwshooter   it's not quite a game, I've been scaling down my project again and again due to my other project too large for the time and skill I have right now.. I want to make it multiplayer but before that I want to finish up all the mechanics first.. I am developing the level editor last time and haven't touch the project for about a month ...      
  6. Command system in RTS game

    My classes are structured something like this I will make this brief :     var HealthModule = {        number : 1,      shield : 1,      hit : function( dmg ){ ... } }   var EventListener = function(){      call : function( eventName ){ ... },      on : function( eventname, callback ){ ... } }   var Spaceship = function( opt ){      this.extend( opt ); }   // now spaceship have those module property and function Spaceship.prototype.extend( HealthModule );   // so ship = new Spaceship( ...); // ship.on('death', function(){} ); // is possible Spaceship.prototype.extend( EventListener('death','under-attack') ); var Warhead = function(){ ... }   // this is I think most people call entity manager  var Galaxy =  function(){     var Legion = function(){         this.units = [];         this.heads = [];     }     var legions = [];       this.addLegion = function(){};          this.update = function(){} }   var galaxy = new Galaxy;   setInterval( galaxy.update, 50 );   // socket and data transfer between client server   var express = ...; var io = ...;   io.on('connection', function( socket ){     var legion = ...;     socket.on('identification', function( data ) { legion = spawnLegion( data ) } );      function sendData(){      socket.emit( galaxy.getData( legion.id ) );    }        setInterval( sendData, 100 ); });   I skip a lot of internal physic, health, collision system and this is just pseudocode that I type to describe the structure I am using    so can you tell
  7. Say I have this class called Spaceship  Now off coarse I have to give command to this Spaceship like go here and go there I have fully implemented steering behavior like seek, flee, avoid,    but I am having a hard time deciding whether I should put something like the command system inside the class or outside the class   something like  var ship = new Spaceship( param );   io.on('connection', function( socket ){     socket.on('command', function( cmd ){        if( cmd.instruction == 'move' )            ship.moveTo( cmd.x, cmd.y );     } });     There are some command that need interaction with other classes not just one class something like shooting missile  when shooting missile it have to know the location of the enemy which need a pointer to the enemy and also it need to spawn missile class and push them to missiles array which is concealed deep inside another class   so should I just make this class something like Commander to tell each unit what to do There will be one Commander class per player    What do you think ? is there a major flaw both of these ?
  8. Javascript Memory leak

    Ok thanks for all the reply,, I get it now,   I never pay attention to GC mechanism before  since in python ( the other intepreted language I know ever used ) the memory doesn't seem to have this sawtooth I directly assume that it's a leak when I saw that   so "sawtooth" is normal in javascript   btw, how do you announce this thread as solved ?
  9. Javascript Memory leak

    These are out of topic  you keep arguing how to use setInterval which is a trivial thing for me ..   anyway, it just looks stupid that the garbage collector have that zigzag pattern at all   what memory does it allocate ? it uses one global variable and that's all I didn't even declare a new variable.   This is strange indeed
  10. It's been a while since I coded javascript. this time I want to try making games with them because it seems that the technology is finally ready. so I want to ask what are the things that causes memory leak in javascript because my apps seems to be leaking all the time   I skim a few articles they all seems to be talking about circular dependencies and something to do with DOM   I tried simple code like var d = 10;   setInterval ( function(){ d = d + 1; }, 1 ); it seems to leak according to chrome dev tools  I don't think this is a case of circular dependencies or anything to do with DOM   is this normal in javascript ?
  11. How to split workloads in a team

    I really think that management shouldn't be a big issue when I keep the team small,, and also Managing things isn't really the thing that interest me in game making process They are important.... so I need to do that..     Some of the people whom I have worked with in the past doesn't use computer often so I think yes sticky notes and paper are better for my team...   ok here is how it usually goes They draw things on paper base on the description given to them send them of to me,, me or one of my friend trace it and add some basic colour and hope that someone will animate that because Animating is a painfully long process for a newbie   I am a programmer and I've tried web design before so I can basically trace     I will try to find out more about Agile Development I know Trello for a long time it's just that they rarely use computer so it's out of option for now...     and these unasked broader question I think I might ask them in the future,  I just think that if I ask now, there will be a swarm of article to read and perhaps I'll back down out of depression ....   please pardon my english...   thanks for all your reply and sorry for the late reply
  12. How to split workloads in a team

    The fact that this won't be a commercial product  it won't be anything big and all and it's still my first project I doubt I could pay anyone   ok, I failed about 2 times in the past perhaps this is my third try and still my first project   we make this game base on our interest ... I am not paying anyone anything,,   I guess I will be doing trials and error for now,, Trying which method best suited my team management   anyway, I am still open for advice
  13. How to split workloads in a team

    I know that we should discuss... but if no one is managing the to do list and other find that he is doing more work than the other  it feels like the team gonna collapse   Everyone is selfish and wants some part they own for themselves so I perhaps think about sharing it per stage so each person got a stage they can own   and try to keep the art style as similar as possible   I want to tell them the pro and cons in the way we share workloads can somebody who have done this kind of management give me advice ? I kinda need that right now
  14. We've got a team of 4 and a little bit confused about how should we share our workloads. we got a programmer, and 3 artist.   we are going to make 4 stage which consist of around 5 or more maps each stage.. each stage have unique mechanics   so I am the programmer and I am going to program everything since I am the only programmer in team but how about the artist..   which is a better way to split ?   each person doing each stage art from top to bottom or  should I split the work to something like one doing the level design, one doing the background, one doing the animation.   I mean even though they are all artist they still have strength and weakness...  
  15. Impulse on multiple object

    I don't quite understand this code     This part is  -0.001*G*(s[j].mass/(d*d)) I don't know what this equation is   I shall re explain some part that might be ambigious   I've built many parts of my physic engine and I have find a way to know which object collide with whichs on which side.. The problem is only when one object collide with more than 2 objects or one object collide with another and that other object collide with yet another object...   The problem is in the equation I think   The problem only occur when that case I mention above I can always make a game where it doesn't happen but I want this problem ( Bug ) fixed         I am bit frustrated, I making building this physic engine while cutting corners everywhere and yet it's not up to the point where I want it to be   I still have many things on hand like A.I. , Animation, The viewport and other GL Stuff, Responsive background music, sound Fx, Database and much more ...   I am running a bit late on the schedule I think that building this physic engine take something like a month, but it's been 5 weeks,,,   sorry for making you listen to my frustration...