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lol someone ddosed the website, i fixed up the firewall and the game is back on


Hey, me and my friend Aspect saw you. Thanks for checking out my game, have a good night!


Nice, thank you for playing!


Yeah that "desync" is because the server mspt (shown next to your latency) was likely very high. It's because of a memory leak, I'll investigate when I get a chance.

I'll look into that game, I've never heard of it. Not sure how I'd incorporate NPCs in a fast paced game like this, if you have any ideas let me know!


mspt was consistently ~20msec. It’s why the rubber banding surprised me: everything was great until it wasn’t.

Realm of the Mad God will make your game seem “comfy speed” by comparison. You’ve not yet seen fast. ;)


Yeah, that bug is from a memory leak, I haven't had a chance to debug it since I'm traveling but I'll figure out the cause by this week.


You ultimately will need to try to kill the player who is chasing you. Choose one tank you think will kill them, and keep trying until they die. That's basically the point of the game; choose tanks adapted to your environment and get as many points as you can.


Imo the game is clearly not intended to be about forced 1:1’s. The majority of the tanks seem to be optimized for just free for alls.

For one on ones you’d be pretty dumb not to prioritize front facing guns


Hey, thanks for the suggestions! By the way, you can hold K to level up to max, this is temporary though.

Levels are determined by halving your XP then finding the correct level, just like Diep.io. I agree with you though; I'll probably make it less harsh.

Level scaling is already exponential (its harder to get levels as you progress).

I actually really like the noob flag idea; when spectating, a bunch of people were confused on what to do and kept dying to a higher level person. I will definitely add this feature in the following week.


WebRTC is complicated; there are many more edge cases compared to websockets. Off the top of my head, I know I'd need to run a TURN server for people behind symmetrical NAT or CGNAT networks, which would be a pain. WebSockets are much more accessible for everyone. In the future I'll investigate UDP protocols, but its likely I'll always use TCP for web games.


Yes, WebRTC is complicated. But you only need a TURN server for the P2P case. If you are using it in a client-server mode like WebSockets then there is no need for a TURN server, and connection establishment should be significantly simpler. And if you don't need the audio/video stuff then you can ignore that complexity as well. (Although voice chat or even video could be a very cool and differentiating feature for a multiplayer game.)


We work with a lot of multiplayer game devs and always recommend fast-paced games take a second look at client <-> server WebRTC.

This the demo we share: https://github.com/rivet-gg/examples/tree/main/javascript/we...


Not at the moment, no. I'll add a tank editor in the future which could technically be ported offline, but I don't have too big of a desire to port it to a native app.


If you guys want, there's a Discord server you can join for the game since communication through a forum is hard: https://discord.gg/UTvaAAgku3 .


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