It has been a long road of learning, but I think I finally have my first attempt at a multiplayer game ready for some more public testing and feedback. I still have some work to do, and the art is only what I could do largely on my own and with some friends helping.
Hardpoint is a online tank battle game where two teams of up to 5 each battle for the map objective. Each core chassis has numerous weapon locations (hardpoints) that can be outfitted with machine guns, rocket launchers, missiles, flame throwers, and more. Each tank crew can bring up to three different perks to the battle as well, which offer bonuses like small bonuses of faster speeds, and quicker ability cool-downs. Each chassis has a special ability they can trigger, from nitro boosts with mine drops, to artillery, to regeneration.
Requirements:
IE/Firefox/Chrome: (Chrome is prefered)
Google Account: For login and tracking of stats.
Backend: Nodejs, Mongodb and SocketIO.
FrontEnd: Impactjs, Box2d, jQuery and Sound Manager 2.
Current Status:
I know I have plenty to work on still, with refining portions to adding more clear features and cleaning up code. Still, let me know what you think. Play with your friends and give me feedback.
BUGS which are being worked:
-The Social Section, (friends list) is still a work in progress, but it does work.
-Chat window resizing goes a little wonky and needs to be set.
-Crash during some rhino charges due to the box2d set position and turret projectile contact listener issue.
Thanks in advance to anyone who plays, and feel free to hit me up with any questions you have.
Everyone,
I am still really amateur at this stuff, but learning all the time. I tried using google Oauth with passport for access token authentication. I really liked the idea if I got into more advanced stuff. However, it appears to have some more issues than I originally discovered. I had my wife test and she was having the same issue, so I will work on figuring it out as to why it wont authenticate. I will say that it does return the profile data once authorized, but it just wont authenticate the user.
As much as it is a sin, I had her use IE and it did work and let her login, so please try that for me as a work around and let me know if you have any issues. I had 12 users test already, and everyone was great, so of course I get to embarrass myself during my more public release. I appreciate anyone helping me get to the root of this issue. Try Firefox and/or IE and see if that has a different access result, and let me know, as well as the version you are using. Worst come to worst, I'll just go with a local storage for passwords and remove the whole google thing.
If it is a browser specific issue, I'll into version requirements for the authentication method I am using and make the update.
Alright, after a ton of digging into google Oauth2, I am much closer to the root of the problem for some folks. My passport.deserializeUser function is not returning the full object from the sessioncookie. I have a pretty good idea how to fix it, but I am still not sure specifically why it is having trouble with some accounts and not others. I'll work the fix this week and update when it is corrected.
Its a fun tank game, I like that there are multiple tanks and and power ups for the tanks. needs more maps and game mods. art is OK .
Some items I am going to address as soon as I can.
Bugs:
The player list has grown large enough that I need to setup the overflow behavior: (YAH! A good problem to have)
Gameplay:
I need to make it clearer that the ready button readies up.
I need to make it more obvious that the player profile button changes the player name.
features:
DIV windows showing up on zoom out. I need to hide these, so I may just need to make the initial positions really far left.
Music and Sound issues. Some just dont fit, or there are gaps I need to fill in.
Artwork: Need better tilesets and refined tank art.
The google authentication is now working well. You can join games in progress, and to make it easier to know who is online, I added a better player listing. You can now see online folks in chat like most other games. If you have feedback, just please let me know what you think. I am always eager to hear it, as it might help me make the game better. Thanks.
9 years ago
by Xander
I need to take a look at this once at home!
Seems cool. :)
Thanks Xander. Anyone who looks at it gives me at least some motivation to keep trying. It has taken a year, and I pretty much started from scratch as far as MP games. So, definitely appreciated.
I am considering do a massive visual change to look like an 80s throw-back (think a top down version of the monochrome game battlezone). I feel like that would both give me a good look that is unique while also helping me set an art level that I can actually finish in a timely manner.
I am going to try to host some beta test events via my facebook page, so if anyone is interested, so you can post here or look here:
(
https://www.facebook.com/128games# ) for future events.
8 years ago
by Bum
This looks really cool. I'm impressed you've done so much with an impact game. I tried playing and here's some feedback:
The font needs to go. For titles and menus it's probably fine. For long message boxes I could barely read it made my eyes hurt.
Find a way to speed up audio if possible. The click sound were very delayed.
Finally, I created a room and it loaded and then the screen went black. :( Running firefox (latest) on mac.
The good:
The music is awesome. The idea looks real promising. With some menu re-design and cleanup I can see this as a very fun game. I actually want to know, how did you scale the game sprites? When I try scaling my game the levels and sprites don't fit the screen like I want them to. There's a lot of features and options which I think is cool too.
I'm impressed and will keep an eye on this.
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