BrowserQuest – a massively multiplayer HTML5

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Post » Thu Mar 29, 2012 2:46 am

[QUOTE=Stipipoy] Yeah, the demo's short but very promising. @Mivo, i was using Chrome and i couldn't hear the sound either, then i tried it using Firefox 11, same result. I guess the sound is temporarily not available for this game huh!? [/QUOTE]

Maybe they turned the sound off to avoid massive lagging. So far I've been able to get on, but there's never more than 70 people online at a time.

So far I've tested this in Chrome, Firefox, and Safari on Windows and Firefox on Android. It sound like HTML5 runs everywhere.

Well, almost. It doesn't run on IE9 because Web Sockets wasn't implemented. I'm going to check IE10 in a few minutes. It works in Opera, but you have to turn on Web Sockets.

Definitely cool stuff.
Check out my HTML5 Firefox OS Game Programming and Game Playing blog at http://firefoxosgaming.blogspot.com/ and my book on Amazon at http://www.amazon.com/dp/B00IZUYIGO. I wrote a newer post on using Construct for Firefox OS at http://firefoxosgaming.blogspot.com/201 ... -game.html.
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Post » Thu Mar 29, 2012 3:24 am

They use instancing for the game world. If one instance has ~60'ish players in it, a new instance is opened. If you hover over the population number, it shows you how many people are playing at the time across all instances. (I experienced some ghosting, where characters were either invisible or bled through from another instance.)

As for sounds, I just looked through the files and I didn't see any audio files, so this is probably a future feature. :)
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Post » Thu Mar 29, 2012 6:58 am

[QUOTE=Mivo] They use instancing for the game world. If one instance has ~60'ish players in it, a new instance is opened. If you hover over the population number, it shows you how many people are playing at the time across all instances. (I experienced some ghosting, where characters were either invisible or bled through from another instance.)

As for sounds, I just looked through the files and I didn't see any audio files, so this is probably a future feature. :)[/QUOTE]

I've noticed that the numbers are close to 70 every time I log in. You can watch the rise and fall on their dashboard at http://browserquest.mozilla.org/status/.

It sounds like early reviewers heard music and sounds, but maybe the easiest way to cut the sound was to yank the files so they couldn't play. Maybe they'll bring 'em back.
Check out my HTML5 Firefox OS Game Programming and Game Playing blog at http://firefoxosgaming.blogspot.com/ and my book on Amazon at http://www.amazon.com/dp/B00IZUYIGO. I wrote a newer post on using Construct for Firefox OS at http://firefoxosgaming.blogspot.com/201 ... -game.html.
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Post » Thu Mar 29, 2012 10:00 am

Nice.

Maybe that could help me making multiplayer in my game. THANKS! :)
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Post » Thu Mar 29, 2012 2:13 pm

[QUOTE=Bob Thulfram]I've noticed that the numbers are close to 70 every time I log in. You can watch the rise and fall on their dashboard at http://browserquest.mozilla.org/status/.[/QUOTE]

The status page you linked to shows the total at the top, and then the load for each sub server and instance (each green bar is a full instance). In the game, you get the same numbers:


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Post » Thu Mar 29, 2012 7:43 pm

[QUOTE=gammabeam]...and the coolest thing is that, with some effort you should be able to do something like that with C2![/QUOTE]
... with a LOT of effort - and most of that would be needed in implementing the server component, which can't be done in Construct 2, but which is the major coding challenge in a MMOG like BrowserQuest.
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