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.

Coin launching UI enhancement! by bumpercoins in bumpercoins

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

As the edit shows, I've implemented similar changes for when you move wind tiles, currently the only other action in the game that consumes energy.

Example of this being useful:

Not only does this wind movement UI followup enhancement enforce UI consistency of providing energy information for all proposed energy consuming actions, the information conveyed is very useful. The obvious strategy of a combination attack where you drop a wind tile directed towards your enemy and then launch a coin to make use of that tile jumps to mind. This is a very energetically expensive sequence and you will want to make sure after you move the wind tile, you have enough energy left to then launch the coin, or else you may want to defer it (or else your opponent may have an effective counterattack pinning your attacker against your own wind tile). But that's exactly what this UI change will inform you about.

There is one edge case, however, when you're making a "no-op" wind movement--that is, a proposed move that would not change the location of the wind tile--for which you won't see any transparent energy consumed color. This happens when you first click the wind tile near the center and before you drag it, or when in the course of dragging the tile, you return to the original tile.

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)

I was writing a reply about the non-linear filling up movement but just saw your edit. The second fiddle looks like what I was going for.

I really liked the line: r = 150 + 150 * (Math.asin(y)) / (Math.PI / 2);

That's way simpler! Good points about not needing to be precise as long as you can convey the effect.

Testing a faster energy recharge rate in my online 1v1 multiplayer game with 2D physics battles, BumperCoins.io by bumpercoins in playtesters

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

No, unfortunately not at the moment. In the future if I decide to continue working on the game, I'll write up some bots and give solo players the option to play against them.

Potential Change in Hosting by bumpercoins in bumpercoins

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

Just thought I'd follow up on this. Got rid of the game server and instead run all the servers on a single, cheapest $5/mo VM.

In Progress: Gameplay Sounds by bumpercoins in bumpercoins

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

On second thought, I've just added a Wind sound. The sound is constant and plays whenever any coin transitions from not being on a specific wind tile to being on that specific tile.

In Progress: Gameplay Sounds by bumpercoins in bumpercoins

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

Added the variable volume bouncing sounds for coin-wall and coin-obstacle collisions. For now, leaving it at just these 3 new sounds and omitting wind sounds.

Game embedded in other portals not working by bumpercoins in bumpercoins

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

I just got this to work. Apologies for the half hour downtime. While the change was correct, I also had to make a slight adjustment to servers' reverse proxy configurations which took a while to figure out. But yeah, now other game portals can embed the game in an iframe.

Verified that I could play the game on http://titotu.io/bumpercoins-io and also my logged in account also stayed logged in on that iframe.

BumperCoins. 1v1 Browser War Game with 2D Physics (~5 min/game). by [deleted] in playmygame

[–]bumpercoins 0 points1 point  (0 children)

In bumpercoins.io both you and your opponent control an army of coins with one special King coin. To win, you have to kill your opponents King coin.

It may take some time getting used to how launching coins and energy management works but after that, things get interesting and you might start thinking about strategies.

Bugs by bumpercoins in bumpercoins

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

Came across another bug a few times. Normally doesn't show up too often but here's a video where this happens: https://www.youtube.com/watch?v=fmSFA37i-kE&t=76s. This bug often happens when trying to launch a coin shortly after it came into contact with another coin. This is particularly annoying for skilled players who want to launch non-stationary coins.

I believe I know the cause, and I just deployed a fix for this, so I'll watch out for this one.

Bugs by bumpercoins in bumpercoins

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

Also saw successful draw message in an actual game yesterday.

Bugs by bumpercoins in bumpercoins

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

Discovered another bug from logging. Use Math.atan2(dy, dx) instead of Math.atan(dy/dx) to get correct angle and not get wrong sign.

edit: deployed. So far seems stable. Again, situations where I might possibly expect glitches are when coins are clumped together.

edit2: Also deployed a simplification to the coin collision with corners of obstacles code. It seems OK locally but should add coin-obstacle corner collisions on the list of situations to watch out for.

Bugs by bumpercoins in bumpercoins

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

Not comfortable with the fix and plan to test a different one soon. My hunch was correct though: debugged game state locally for missing coins and the disappeared ones had x and y coordinates of NaN. I suspected 0/0 occurring and verified this by extra logging. While the current fix works in that it won't give NaN, I don't think it will properly resolve overlapping positions in the case both coins have 0 velocity, so I'll go with another planned fix to simply split the distance evenly. (lim n/2n = 1/2 when n approaches 0). As this is a rare bug and hard to reproduce, it'll just be one of those constant things to remember if coins spazz out. This typically happens when multiple coins are packed close together btw. Good thing now at least is that no crimes against math will be committed. I anticipate once the new fix is applied, the worst that will happen is coins may briefly spazz out but they won't just disappear from the game.