Important Server Update (still in progress)
The Game Servers have been ported to socket.io, I am no longer using my C# lib as it was constantly crashing, causing important connection delays and more. Socket.io provides a stable and more than tested lib and I have ported the whole servers from C# to JS, just to take advantage of that.
I will however keep improving the servers and keep track of possible crashes with socket.io (as I still am not experienced with it).
Great job on updating.
Itās funny, as I do remember writing WebSockets C# server code by the time there was no WS server side implementations at that time. I was glad with results, but it wasnāt performing as good as later on appeared solutions too. So Iāve switched to using same as you have. Although that project then got some dust over it
Bear in mind, that Socket.IO supports fallback to XHR (long polling), which is no good for real-time apps. And there is pretty much guarantee that if platform supports WebGL, then it will support WS. The problem might be that Firewall or network infrastructure might be blocking 101 Switching Protocol HTTP header. Solution is simple for it: use HTTPS (SSL).
So to make sure user clients donāt have very bad network latency, make sure Socket.IO only uses WebSockets.
Great job so far! It is fun to play
Although, walking back on fire and dying - is fairly annoying :(((
Hi there, Iāve dropped a little graphical and polishment update and called it a Winter Update!
Thereās still some bugs Iām working on which resist to me for the moment, but I am approaching a good polish state slowly, and the game community is growing!
I also implemented a VERY basic ranking system (which can actually be hacked easily, so gonna move on to implementing a full server-side ranked system in the following days), so donāt take it too seriously right now
The ranking system was reimplemented yesterday (itās now server-side, it was getting hacked so easily!), and all data was wiped, so youāre no longer in the top I think
I played a game yesterday where somebody could run around unaffected by blocks. So they could run around stealing power ups and dropping bombs anywhere.
Also, I played a game and achieved some rank and then played another game and won, but my rank went down. Was a bit confused by that.
The ranking thing is weird; You shouldnāt lose points if you win (logic), but I will test further to see if thereās some bug with the calcs going on for winning/losing points
Now, when a game starts, a video ad is served. I find that by the time the ad has buffered and the 5 second countdown to dismiss the ad has completed, I have pretty much lost the game already.
My bad! This is now fixed and the game will wait till the ad has been completed or skipped to join another match. Thanks for reporting
I also did some anticheat implementations on the servers a few days ago, you shouldnāt see more people taking advantage of Chromeās Console to delete in-game elements, they will get kicked of the match if they do!
Good to know, going to see what I can do with that
Itās lack of users, thereās always people playing but the average playerbase is around 20-30 players online. I am trying to distribute the game on more sites and partnering but itās being hard recentlyā¦
20-30 players translated into ad revenue is very low
Iāve noticed performance on intergrated cards is not that good. Perhaps little optimisation could benefit the performance.
And check out Chrome Webstore, for tanx - loads of players come from there.
I am very bad on optimizing. Any guidelines on that? I remember you told me many things in the beginning which I ended up doing, like the streaming of assets for a quicker initial load.
You can launch from Editor with Profiler enabled. It will show you some stats at the bottom left. What you are looking at is update times, draw calls, etc.
So for example shadows, they are very expensive. If you have loads of objects, that is expensive too, to call many drawing commands.
Other thing is to use Dev Tools and look into profiler, to measure if any logic is taking long time, any JS stuff.