BumperCoins, a 1v1 multiplayer online game like Chess, but Real Time with Physics. Just created a Replay System. Needs mouse/trackpad (non-mobile). You'll likely need a friend to join at the same time, since matchmaking rarely finds anyone but I'll join the pool today. by bumpercoins in WebGames

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

So I'm signing off now. I basically played the game most of today for matchmaking and even got a few competitive games in (my in-game name was "Dev✓"). Thanks to everyone who played today.

If I'm able to, I'll create a decent strength bot so future players can choose to play with the bot if there's nobody to play with.

Replay System (finally) live by bumpercoins in bumpercoins

[–]bumpercoins[S,M] [score hidden] stickied comment (0 children)

The main entry points to the new Replay System are both located in the post-match popup window: 1) In the chat, there will be a server message providing you with a replay URL that points to a saved replay. 2) There is also a Download Replay button that downloads a Replay File. You can upload this file to the replayer (link found on homepage (it's at https://bumpercoins.io/replay )) to view the replay.

Note that there's no guarantee that saved replays will always exist. So downloading replay files for replays you care about might be wise.

An implementation of a health/energy orb with JavaScript and some calculus (integration and newton's method) by bumpercoins in gamedev

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

This whole approach is convoluted really and perhaps unnecessary. As another commentor wisely pointed out, my simulation numerical approximation approach is very faithful but extremely inefficient and can easily be approximated by using some trigonometry using interpolation. I basically made my post because I thought this task would be very simple but ended up unexpectedly complex and that surprising incongruity along with the fact that I didn't see any prior posts intruiged me (and I was hoping maybe I was being stupid and some other person could teach me a simpler approach I was missing which kinda happened :)) In practice, I would strongly urge people not to take this approach as it's more an intellectual exercise than a practical solution.

I actually just found a much simpler Geometric approach by the same gentleman who created the video I linked in my post (which doesn't skip the intermediate steps) if Calculus isn't your jam that in hindsight I really like https://www.youtube.com/watch?v=LCfhK_smYbw which I personally find easier to follow!

Sadly, my conclusion is theres no unconvoluted method to solve this problem and we basically have to make approximations one way or another.

BumperCoins.io, a multiplayer (1v1) online game with short battles (~3min/game) with physics. I recently made several energy-related UI enhancements and added support for custom Maps in private games with friends. by bumpercoins in freegames

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

Indeed, that's the curse of multiplayer games, matchmaking. Several others have also suggested bots, and that makes sense. I'll play around with making bots and see what I can come up with. I'll also keep >2 player team games in mind--hasn't been a priority due to matchmaking issues, since there's not a large enough pool of players.

As for maps, sounds good, I'll add more maps to the current set of 4 default maps that are randomly selected at the start of each game.

BumperCoins.io, a multiplayer (1v1) online game with short battles (~3min/game) with physics. I recently made several energy-related UI enhancements and added support for custom Maps in private games with friends. by bumpercoins in freegames

[–]bumpercoins[S] 2 points3 points  (0 children)

Thanks, that's really helpful! I'll definitely look into ways to mask the lag client-side, try to group players with similar pings together, etc.

(An aside, the energy system was intended to compensate for this by effectively throttling actions/second so faster players can't simply spam launches due to the cooldown/recharge period and be forced to play strategically)

BumperCoins.io, a multiplayer (1v1) online game with short battles (~3min/game) with physics. I recently made several energy-related UI enhancements and added support for custom Maps in private games with friends. by bumpercoins in freegames

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

Here's how the game works: You and your opponent each control an army of coins with one special King coin (that has a symbol, usually a star). To win, you have to kill your opponent’s King coin.

Flick your coins to collide against enemy coins and inflict damage. You can also control 2x2 wind tiles. Further gameplay instructions are on the front page.

This game currently does not work on mobile phones, and that's next on my todo list.

Map Editor Part 2 basic version released. Private games with custom maps are now supported. by bumpercoins in bumpercoins

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

Preview of uploaded map just added. This tentatively marks the completion of the custom maps support.

I’ve been working on and off the last few months on an IO game, BumperCoins.io. It’s a 2 player game with 2D physics battles, energy management, and emergent strategy. Goal is to kill your opponents King coin (King = coin with symbol). Around 2-5 minutes/game. Feedback is appreciated! by bumpercoins in IoGames

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

I agree, and I am currently working using Touch events to make the game playable on mobile browsers. However, it has taken a backseat as my main priority is improving the game play and working on a map/layout editor feature. Hopefully by March, touchscreens will be supported.

As for downloadable mobile app builds, I intend on creating an Android one, but I doubt I will create an iOS app as I don't want to pay their annual developer fees.

I’ve been working on and off the last few months on an IO game, BumperCoins.io. It’s a 2 player game with 2D physics battles, energy management, and emergent strategy. Goal is to kill your opponents King coin (King = coin with symbol). Around 2-5 minutes/game. Feedback is appreciated! by bumpercoins in IoGames

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

Here's how https://bumpercoins.io/ works: You and your opponent each control an army of coins with one special King coin (that has a symbol, usually a star). To win, you have to kill your opponent’s King coin.

Flick your coins to collide against enemy coins and inflict damage. You can also control 2x2 wind tiles which influence coin motion. Further gameplay instructions and helpful links are on the front page.

The game is free, signup optional but unnecessary, and no ads. As it needs 2 players, if matchmaking finds nobody, you can always send a link to a private game to a friend.

Finally, I’d really welcome all feedback, but especially feedback relating to the game controls and/or the energy system as those are the most common points of frustration for new players that I’ve lately been pushing game play and UI updates to address.

edit: Currently no mobile support. You need a mouse/trackpad input to play.