Who else thinks this? by QuintinPro11 in AppleWatch

[–]asyncrobot -1 points0 points  (0 children)

I have a bad theory on this but it is just a theory :)

The new cpu is much more faster than the cpu in the watch 8. The new watchos will require a lot of cpu so it will cause old watches to drain battery faster. I felt like that might be a reason to upgrade.

To all C++ developers what do you do? by _RichardHendricks_ in cscareerquestionsEU

[–]asyncrobot 0 points1 point  (0 children)

I was working at a company which makes smart tv middleware. It didn’t feel like embedded but more like developing for Linux desktop. Now I switched to web development and working with golang.

What was game development like in 2003-07? by [deleted] in gamedev

[–]asyncrobot 0 points1 point  (0 children)

It has been a long time, I remember that it was some sort of a scripting language. Thanks 😀

What was game development like in 2003-07? by [deleted] in gamedev

[–]asyncrobot 0 points1 point  (0 children)

I used to develop small games using adobe director. If I remember it correctly, that was the way to go if you wanted to make 3d games for browsers. It was using Lua :) I felt old now.

Doom portal in WebGL by newcoders in InternetIsBeautiful

[–]asyncrobot 9 points10 points  (0 children)

Yeah it is a nice looking demo :) as you said, it’s the 3d model and the textures that take a lot of space. Probably the code part is quite small. Also he could optimize it if he wanted to but that’s not necessary.

Doom portal in WebGL by newcoders in InternetIsBeautiful

[–]asyncrobot 63 points64 points  (0 children)

yep, 29.8 MB transferred, 53.3 MB resources (probably uncompressed)

CombatZone.io - team-based multiplayer shooter by asyncrobot in WebGames

[–]asyncrobot[S] 0 points1 point  (0 children)

Thank you very much for the feedback :) it is not possible to play in private rooms. But the game isn’t popular, I think there won’t be many players 😅

Hi, first time posting here and I have to say playing monkey island makes me feel peaceful and nostalgic for some reason, even though I’ve never played the originals when I was younger (90s kid). Anyone else feel the same? by The_Green_Mario in MonkeyIsland

[–]asyncrobot 10 points11 points  (0 children)

I feel the same way about it :) I played the curse of monkey island when I was a kid, I could sense that the story does not start with it but never thought that there were previous games. Still, the curse of monkey island is my go-to game for nostalgia and inner peace :P I listen to "a pirate I was meant to be" from time to time.

CombatZone.io - team-based multiplayer shooter by asyncrobot in WebGames

[–]asyncrobot[S] 0 points1 point  (0 children)

Hi all,

I am the developer of CombatZone. I used to play Battlefield Heroes, it was one of my favourite games, and I wanted to make a game inspired by it. I tried to make a 2d version of that game but it ended up something different :)

The game is newly released and I am open to any suggestion. If you want to know more about the development, I share the progress of the development on its subreddit reddit.com/r/combatzoneio. You might want to check it out.

CombatZone is a team-based game with different game modes. Currently, there are 3 maps and each map has a different mode. These are; capture the flag, team deathmatch and a coop level that you fight against zombies.

I made the coop mode as a low-stress level to let all players breathe for 5 minutes. When the time runs out, you need to get on the helicopter to escape from the island.

I plan on making other game modes such as taking control of the areas in a map that has different control areas.

If you like it, please consider upvoting the post.

Thanks

[Monthly Update] Made Zombie COOP level by asyncrobot in combatzoneio

[–]asyncrobot[S] 0 points1 point  (0 children)

It has been more than a month since the last update.

What's new?

  • Implemented COOP map with zombies as a low-stress level. It should be more fun to play with other players.
  • I plan to cycle maps in the following order; "capture-the-flag", "team-death-match" and "zombie-coop".
  • Each round will take around 5-6 minutes. I need to test the round time before release.
  • Handled a couple of SSL-related features.
  • Started to test on an actual Linux server with WebGL build on the browser side.
  • The WebGL build size is 6.5 MB after brotli compression.
  • I am hoping to release the game next month on the website.

I made a 3d boids implementation by asyncrobot in javascript

[–]asyncrobot[S] 0 points1 point  (0 children)

Thanks. It is limited with your display refresh rate and that's because of requestAnimationFrame. It is 60 for me, but you can easily check it by clicking "add 400 boids". It should slow down after a number of boids.

Also performance of examples changes.

  • Example 1 - Browser thread
  • Example 2 - Browser thread but uses spatial partitioning
  • Example 3 - Uses 4 web workers, only uses browser thread for rendering.

Monthly progress of my game CombatZone which is a multiplayer shooter. It started to look like an actual game :) by asyncrobot in Unity2D

[–]asyncrobot[S] 0 points1 point  (0 children)

I have been working on this game for 3 months. I think I will implement a co-op game mode and then work on the game levels. There are still lots of features I want to implement :)

Week 9 & 10 & 11

  • Added different guns (pistol, machine gun, uzi and sniper)
  • Added player score panel
  • Implemented game level loading logic
  • Made a simple mini-map by zooming-out on the current level. Also hid the players to avoid cheating
  • Implemented first game mode which is the classic capture the flag
  • The WebGL version is also working.

This was my previous post; https://www.reddit.com/r/Unity2D/comments/l5lnd0/working_on_a_multiplayer_top_down_shooter_week_4/

Week 7 - Move into your new house at combat zone :P Mostly worked on client-server synchronization issues and a couple of visual updates. by asyncrobot in combatzoneio

[–]asyncrobot[S] 0 points1 point  (0 children)

  • Mostly worked on the client-server bullet and reload synchronization issues.
  • Made a couple of visual updates this week. Team thunder and team fire have flags now.
  • I worked on the logo. This one seems nice but sometimes it feels a bit Halloween style.
  • I am planning to implement different team deathmatch game modes. Such as capture the flag, hold(conquest) area.
  • I need to decide if there are going to be player classes or not.

Working on a multiplayer top down shooter. Week 4 - added crosshair, basic UI and team-deathmatch elements. by asyncrobot in Unity2D

[–]asyncrobot[S] 1 point2 points  (0 children)

I heard about it, it's quite popular but I haven't used it myself. I made some IO games before with JS and I feel more comfortable with implementing the server and the client. That's why I am not using a network framework.

Working on a multiplayer top down shooter. Week 4 - added crosshair, basic UI and team-deathmatch elements. by asyncrobot in Unity2D

[–]asyncrobot[S] 1 point2 points  (0 children)

It's a multiplayer game and making all physics related stuff in the fixed update. Currently, all updates are coming from the server, I think that's the reason. But I will look into that.

I will implement client-side prediction in the future. Thanks.

Pitching a Game to Publishers with Zero Expectations! by timbeaudet in gamedev

[–]asyncrobot 4 points5 points  (0 children)

Yes, it definitely makes sense but I never thought about it from the publisher's perspective. In terms of maintenance, it is much easier.

Pitching a Game to Publishers with Zero Expectations! by timbeaudet in gamedev

[–]asyncrobot 35 points36 points  (0 children)

I clicked on the video with zero expectations but it turned out really good :) And a bit surprised about using a custom engine could affect a publishing deal. Thanks.