moneyshot666
Realtime rendered by PlayCanvas
moneyshot666
Bullshitting around with a typing game idea
So if I understand the concept correctly you have to type the name as fast as you can?
Yeah itās a typing of the dead style of game. Letās see if it survives the prototyping (lel) phase
I get nervous just thinking about such a game.
tapcoofw_megusta
Hahaha I loved all of the House of the Deads and the even cheesier spin-off Typing of the Dead! Very nice work!
tapcoofw_2dwall2
Swimming cubes, almost goodā¦
screen-capture
@iso74 The water effect is very nice! Also @Sebastian I agree, I do really like those walls better!
Weāve pretty much finished our Animal Crossing + Movie Player app! The networking is pretty solid and although Iāll admit the 3D UI doesnāt look very pretty, it gets the job done and even works on mobile!
Next up I made a quick start to a fighting game for a game jam due in 2 weeks, so Iām going to be using all the networking stuff I learned in this project for that:
fighter1
My brother wants to test out a custom compiler for Unity, so Iām going to be doing this one alone. Will keep you all updated, and I look forward to seeing more from all of you!
tapcootw_tiles2
Testing some map mechanics. Trying to keep the level generation as simple as possible
Iām going to have to second that, thatās looking great! I love the āreverse crumblingā effect you added to it instead of just regular procedural level generation, itās the small polish like that that really makes a feature feel complete in my opinion!
I spent this weekend learning how to use webRTC instead of just websockets alone like the last project, and the performance increase has been incredible, so Iām pretty stoked about it!
fighter8
I expect this fighting game to be pretty janky, but I at least wanted the networking to be fast enough for it not to be the main thing holding the game back. Since a lot of fighting game mechanics have to be almost frame perfect, peer to peer connection through webRTC was a necessary upgrade. The game still uses websockets through socket.io like the other one, but now instead of all of the message passing being done through socket.io directly, socket.io acts as a lobby/signal server before gameplay starts and the peer to peer connection is made through webRTC with simple-peer. This way the players can continuously throw their current play states at each other without as much reliance on client interpolation!
As you can see, a collision sphere is generated by a player on a certain frame as theyāre punching and the message is passed to the other player they have been hit if the collision occurs on the local game instance, so itād be very trivial to cheat at this game as it is now. Iām not too concerned about it though. Iād probably do double collision checks through a headless PlayCanvas instance on the signal server or something if I was, but thisāll do for a free gamejam game on itch.io! A friend of mine has suggested that it be a Sanrio fighting game, so Iāll be posting an update soon with some more final art replacements for the monkeys next most likely! Will keep you guys posted, and I look forward to seeing more from you guys!
Hey everyone! Been real busy testing out a different workflow this week, but hereās the final result of the fighting game Iāve been working on:
The movement feels much more natural now, and jumping is implemented, plus all of the art is much more finalized. I also did a lot of improvement to the websocket library and the peer-to-peer connection switch, so the whole thing is pretty streamlined. I genuinely feel like it wouldnāt take much more work to add the remaining things like kicking, doing both while in the air, and maybe even a special move system, but all of this is in ClojureScript, and my twin brother has showed me a new workflow using Smalltalk via PharoJS, and weāre both pretty in love with it now hahaha
Iāll most likely re-visit either this fighting game or a new one from scratch written in Smalltalk instead of Lisp. I also plan on giving an attempt at a 3D web browser in Smalltalk within the next few weeks, so Iāll post that when I get a little more settled in with this new workflow.
Thanks for reading!