My College Computer Science project; a 2D web-based multiplayer platform fighting game.
Play online now - Also available as a Progressive Web App.
Serverless GitHub Pages Backup - Has no backend server, so no online functionality. Exists due to repl.it
pricing changes.
Be warned this app is broken by AdBlockers.
To start the webserver which hosts and serves the game, type this into shell within the project root directory - supplying a port number as an environment variable.
~/rogues$ PORT=<port> node index.js
- when you tab out and tab back in the colliders will break
- update position every frame
- update attacks as they are made
- update everything else every 10 frames
- add all login prompts
- show usernames on gameover screen in multiplayer
- add one more stage
- add speedy character
- add heavy character
- add first median character
- add second median character
- add competitve matchmaking for Elo
- make interace gradienty
- lobby text-chat
- 2^n stepped screen resolution changes
- finish implementing scalable resolution
- try vector-midpoint collsion detection
- minify the game
- [OPEN ] very rarely the game will not load on start. This is fixed by refreshing the page.
- [OPEN ] characters playing the exact same move will both use the same animation progress, so both will perform the move animation twice as fast.
- [OPEN ] very rarely players wont both load the same map in multiplayer if they both vote on different stages.
- [OPEN ] sometimes some moves are not registered by the server.
- [OPEN ] client side server-player sometimes does attacks for no reason.
- [OPEN ] damage desyncs during online versus matches.
- [FIXED] very rarely the character/stage select screen will fail in multiplayer, choices do not sync and the lobby stops; it is because clients aren't being left properly from rooms.
- 'nuke' command does not log out authenticated sockets, leading to an inconsistent server state.