Neat! Would love to know how you handle prediction and correction.
My last ludum dare was webgl+websockets, but because I used server lockstep (it being a 72hr game and coded from scratch) it was pretty poorly received :/
Runs pretty smooth and the multiplayer seems to work fine (though Quick Play dropped me into an empty game the first time). Giving the bullets a black outline is a good move because I cannot make sense of the rest of the visuals - horribly low contrast and super noisy, almost random use of color.
Seems to play pretty well other than the issues created by the indecipherable visuals though. I think multiplayer makes this kind of game more engaging, but you need to take steps to overcome the visual confusion and tendency to be overwhelmed when there are 4 players worth of bullets and special effects flying around the screen.
Yeah visuals are confusing, here is how I would fix it:
Make each players view of the game unique such that it is easiest to decipher where their ship is, and where incoming bullets are. So the player's ship could be bright white, the harmfull bullets bright red or orange, and everything else a darker color. What the next player sees is different - a view designed to distinguish their own ship, and player 1's ship is dark. Make sense?
Damn pretty great, I played a Geometry Wars game together with some other people, no lag, no glitches the entire game. And a whole bunch of nice animations and effects.
This shows that at least for the arcade market, the web really has become a mature platform. Ofcourse, this game was cooperative, and chaos-y. It's not certain at all this kan be made feasible for competitive multiplayer with more strict rules.
Maybe that just means it's restricted to fun games ;)
>We're sorry to hear that. Publishing with Turbulenz gets your game in front of a larger audience. We don't charge an upfront fee and we expect to help you achieve higher user and revenue numbers. If you still don't want us to publish it, contact us about alternative licensing options.
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So they're going for an app store model by using a free API as bait.
However the graphics are giving me a headache. I played for 10 minutes and I quickly couldn't find my mouse's cursor, nor distinguish between enemies and the background, enemies and the rewards, and enemies from myself. Too many colors.
Great fun! I registered for an account, but then stopped being able to play multiplayer games. Maybe I'm just missing it, but there "quickplay" button that I was using as a guest is no longer there.
Make sure you're playing "Score Rush MP" which is the multiplayer version. You might have accidentally started the original single player version. Select the game from the "Games" dropbox in the top right of the website.
If you've got a moment it'd be good to know your configuration. My default answer is to recommend Chrome, but all versions of Firefox are supported (for those without WebGL support we provide a small plugin as an alternative).
Actually, now I can see the menu, but neither "quick play" nor "create game" work. Says "Something has gone wrong - please try again". Firefox 16.02 on Windows 7.
I was finally able to play it, and one issue I noticed was that the sound becomes choppy when there are a lot of projectiles on the screen (which is, all the time :))
Great but the action is a bit too chaotic , to much things on screen. I suggest reducing the sprite sizes a bit , and make the background less distracting.
My last ludum dare was webgl+websockets, but because I used server lockstep (it being a 72hr game and coded from scratch) it was pretty poorly received :/
http://www.ludumdare.com/compo/2012/08/30/cage-flight-autops... <-- give it some love