#Real-time Multiplayer OpenWorld Game
1 messages Β· Page 1 of 1 (latest)
Hi, nice demo, is it only local multiplayer?
nice, want make something similar... gl π
thanks!
What server and tech do you use for multiplayer? Colyseus?
yes
Thanks for the info, Colyseus seems to be the most common framework used these days for Phaser multiplayer games.
Are you self-hosting or paying colyseus.io for their cloud? maybe the first price at 12.5$/month for testing?
self-hosting, because I've got it some additional stuff added to backend
Thanks for your answer π
Cool!
Nice!
do you see any reason to code a multiplayer server yourself instead of using colyseus?
no, if you don't have very specific use case or want to use UDP instead of TCP that colyseus uses
website is live at pixaland.world
infinite procedural clouds
thats so cool, out of curiosity what GUI tool are you using for those slick cloud controls?
whats the math behind positioning the shadows for the clouds
I'm using tweakpane library for quick controls
The cloud shadows are simply clouds but offseted little bit and tinted to dark
good tool
Editable Tilemaps that are synced with other players in real-time
That's nice ! I used websockets for my node server, but colyseus sound very interesting, too bad this is the first time I hear from it. Can you tell how it is better than doing it from scratch with node ?
colyseus is using websockets under the hood, it's the same
the main advantage is that colyseus handles all the core stuff(setting up connection..), and automatically tracks and updates client when your state on backend changes with minimal bytes sent over the network
I agree, from my previous experience building multiplayer or a-like real-time application socketio was my go to, but colyseus has the same slimness as socket-io layer/abstraction but adds a lot of core concept of a multiplayer game, such as matchmaking, clientside callbacks on state property changes, join/change/leave player usage, disposing rooms, binary palyoad .. JS Proxies were new to me, but picked up the idea of the colyseus Schema and proxy usage quickly I'd say
that's cool, good to see another compelling colyseus example in the wild! π
as an aside, when i saw ur cursor turn into a knife while hovering over those cute bouncey cows i was like π«£π«£
the real time tileset/layer mod is also interesting, i am currently working on that system for my own project... if you are open to sharing i'm curious what approach you settled on for that feature π
anyway, looks cool tho - hope you're having fun w it!
oh sorry i see u probably left as much detail as is prudent to give already in the thread
thanks π π
thanks for such feedback!
for real time tilemap, I'm storing terrain data on backend and sharing to clients with colyseus and reconstructing actual tilemap based on that terrain data using wang tiles rules defined in Tiled
let me know, I'll be happy to share more details
π Cute little Kittens chasing the closest player with 4+ different speed states
ποΈ Interactive HTML Tweets embedded right into the canvas - Run over and interact with them as any regular tweet - inspired by drei/html
π New water tiles to auto tiling feature - Use Bucket tool to place water all around and see it merging with other terrains
πͺ¦ RIP stones popping up when player leaves to remember those who have been in Pixaland π€£
it gets better and better since i first played w this - amazing! π
also def appreciate the drei/html callout - seeing the same principles applied here is awesome
@turbid musk Thanks for your feedback
Wonderful ambience, cool song, tools work good. Loved it! Smooth game play in one tab, lag and sprite flickering in another. Sometime later the smooth tab started to lag/flickering too and the other tab became unplayable.