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Multiplayer HTML5 games tools

multiplayer html5 games

WebSockets are the most popular technology for developing multiplayer HTML5 games. They allow bidirectional communications between clients and server using a single socket TCP.

We code our multiplayer HTML5 games in Javascript, both the client and the server side. More specifically, we use a game engine called phaser.io for the client and Node.js in the server.

There are several options for working with WebSockets. The most common and simple is Socket.io. We implemented sockets.io on our first projects. However, due to the increasing complexity and demands of our current projects we decided to change to SocketCluster.

Why we love doing HTML5 multiplayer games using SocketCluster

SocketCluster is an open source framework optimized to run with Kubernetes (K8s). It’s the base for our multiplayer development for the following reasons:

  • Because it’s faster and more versatile than socket.io. SocketCluster uses µwebsockets (coded in C++) and offers pub/sub.
  • Highly reliable.
  • Supports custom codecs during transmission to increase data exchange speed.
  • It’s easy to scale. Vertically using multiple cores of the CPU of a single host and horizontally with several servers. It doesn’t require Redis to share the state between processes.

For all of you looking for an introduction to SocketCluster we recommend this complete example of an Agar.io game type:

MultiPlayer game example using Phaser on GitHub.

Finally, here a very useful comparison of the main modules implementing WebSockets:

uWebSockets

Advergaming case study: Heroes of Java

One of our last published games is a great example of advergaming’s potential. We would like to take this opportunity to speak about our project and introduce a topic we’ll be glad to cover in the future.

Some people might consider this game as a plain example of advergaming. At first sight you could think that Adesso is looking for some visibility in the field of games by publishing this game. But it’s not just that. For Adesso it’s not simply a playable banner but a tool. In fact we may consider we are in front of a Serious Game.

If you haven’t read the entry of Heroes of Java in our portfolio here’s the story behind the game.

advergaming post heroes of java gorilla in the park

Damm! How good is the gorilla playing pinball. But he needs to improve his Java skills though…

Advergaming success case study

First things first: let’s introduce our client. Adesso is a german IT recruiting company. In other words, Adesso helps their clients to find the professional programmers they need.

Newcomer players are introduced to a regular pinball table. They play their first shot as they would normally do. And then an overlay new screen appears with a quiz about Java (the script language, not the island!). With every ball they lose in the game, they are asked a new question. If they answer correctly, they’ll be rewarded with an extra ball, and so, savvier players will be able to play more balls in the long run. As players lose their last ball, they are offered to register their details in exchange of participating in the raffle of a 3D printer.

advergaming post heroes of javaAs the programmer starts thinking about code, the whole world fades away. […] He will probably miss his stop.

Our game then sends the player’s info along with his answers, and they are registered in Adesso’s database. Instead of making the job candidates fill and send an old-fashioned CV, Adesso now has access to a qualitative register. They have tools to judge beforehand the knowledge of the candidates, which means having less filters in the candidate interview process. In the end, it’s all about improving efficiency.

We should make clear that it’s not like Adesso is fishing programmers in the open sea by releasing the game in the general market. The game will be distributed in the proper niche environment, but that’s just a complete different story.

An ideal scenario for HTML5 technology

We’ve mentioned about how Adesso improved their efficiency on the overall recruiting process, but there’s another aspect where efficiency shines. Instead of using a native platform to build the project, the choice of HTML5 allows to run the game on mobile devices but also on computer browsers. Although this is not the case, the game could even be wrapped to be uploaded as a native app in the Appstore or Google Play. So all in all, the choice of HTML5 was the perfect option to build the game and get the maximum ubiquity, with no need of external plug-ins. The game is accessible for a really wide audience and it’s been coded just once. No extra ports, no further development costs.

I hope you found interesting this post. Take care!

Jscrambler helps to protect our HTML5 games

jscrambler_protection

We love to code HTML5 games and JavaScript is a nice programing language but unfortunately everyone can access to the source code of our games. And that includes those cheeky guys who doesn’t want to respect existing license agreements or those just looking for “inspiration” for their next cloned game.

Luckily we have a powerful ally called Jscrambler.

Jscrambler is quite intuitive and it’s web based. There are some other javascript obfuscators but JScrambler offers the most complete and secure solution. Its version 4 has just been released. According to Pedro Fortuna, CTO of JScrambler:

“Version 4 brings the product from a code protection solution to a platform that provides a tamper-proof environment to the application, making sure it is executed without interferences and by legitimate users only.”

We’d like to show you an example of the level of protection that Jscrambler offers, we’ll take a function of our game “Alien Kindergarten” and obfuscate it.

We can see that even after using JSbeautifier the code is quite difficult to understand. Besides site-locking they offer some interesting transformations such as dead code insertion (that’s why the obfuscated code is longer) and member enumeration.

Mission accomplished…. it looks like that doing the whole thing from scratch is much easier than attempting a reverse engineering.

Ahhhh! forgot to say that Jscrambler is optimized for games and doesn’t affect performance.

RavalMatic defies the USA

RavalMatic has broken the embargo imposed to Russia by the USA and sold its most strategic game to Comon Games, a courageous Russian company.
The negotiations were conducted with maximum secrecy in Viena by one of our agents and high level officials of Comon Games. Once the deal was completed, we inserted an usb memory in a banana. That usb contained all the project files. The banana was part of a bananas cargo that left the harbour of Barcelona 3 weeks ago with direction to Istanbul.
Nobody of the crew was aware that among the thousands of bananas they that transported there was such a dangerous game!
The third of June, two members of the Russian embassy in Istanbul got the banana, carefully extracted the usb key, ate the banana to destroy all evidence and flew to Moscow to deliver the app-files to top executives of Comon Games.
 
 

 

bananamania – breaking the rules

bananamania_carrousel_02

Our latest game is here. After the success of FootChinko any other studio would have done a sequel, but we decided to produce bananamania, surrealism in its pure state.

Hopefully players like it. We don’t know if it’s a good game, as players have to decide on that. But one thing is for sure: it’s a game that goes round and round in circles.

Its peculiarities start at the preload scene, as it lacks of the typical preload bar or a number measuring the loaded percentage. Progress is just a collection of unconnected dots that grow to conform a big pixel banana.

It’s original! We’ve taken the risk of not producing a match 3 or the clone of a successful mobile game, which is exactly what publishers love and finance.

Opposite to the html5 casual games currently published, it doesn’t target a particular kind of player. Everyone who is bored of playing clones of clones is welcomed to bananamania.

Its title is too long. Many publishers misspell the name when answering our emails.

The home scene is too elaborated and detailed, sometimes we think that we’ve invested more time on that scene than in the whole game.

No tutorial.

It lacks a story and its setting is unrelated to the game play.

The score text, which on any other game would be just readable and noticeable, gains prominence and spins, hurting even the game play itself by doing that.

3 of its 6 levels are hidden to the player, he/she doesn’t even know that they exist! and a semitransparent and disabled arrow button leads nowhere.

Its high graphic weight doesn’t correspond to its simple game play. Graphic assets and game play are quite unbalanced. The simplicity of the game mechanic rests value to the amount of work put on the pixel art, visual and audio effects instead of praising them (as a couple of publishers think).

The basis of the game mechanic is breaking the player’s flow continuously. Opposite of what game design books recommend, bananamania is ridiculously difficult and keeps on offering frustration without any rewards to the player (as real life sometimes).

The player can’t control the game characters, which is uncommon, just throw them bananas.

The player encounters hazards without previous warning.

And last but not least, maybe just one person in the world will be able to finish the game. So much effort on a single player in the era of the online masses, doesn’t make any sense from a materialistic point of view.

Too many contradictions in your head? Don’t go bananas and play bananamania. Here is the link:

bananamania

Ура! Ура! Social Foot Chinko has been launched!

footchinko_social_features

We are proud to announce that a social version of Foot Chinko has been released this week on Vk, the Russian equivalent of Facebook.

It’s our first game with social features and we’ve developed it for a cool Russian company called ComonGames.

We’ve gathered valuable experiences with the server side of the game. Social Foot Chinko represents a technical quantum leap for us, considering that not very long ago, we were wasting our time with hopeless dress up games…

Pocahontas Slots features

<div style=”clear: both; text-align: center;”> <div style=”text-align: left;”><a href=”http://footchinko.com/wordpress/game/pocahontas-slots/”>Pocahontas Slots</a> license is now available. Watch the video to see the features of the game or play it <a href=”http://coldcherry.com/test/PS/” target=”_blank” rel=”nofollow noopener”>here</a>.</div> <div style=”text-align: left;”>Just drop a line at info[at]ravalmatic if you think it may look cool on your website.</div> </div>  

Alien Kindergarten (HTML5 game)

Finally and thanks to Ravalmatic, your secret fantasy of being becoming an alien single mom is virtually at stake. Hatch the eggs, place them carefully and give them your sweet caring love… after all they are your passport to expand your hive all though the galaxy.

We are selling non exclusive licenses, so if you are interested in acquiring this cute weird little game just send us a message.

You can play it HERE.

We’re eggstatic with our new HTML5 game!

Alien Kindergarten teaser
At the moment we are hatching these precious purple eggs at the studio. Having tea while sitting on an egg is a mind widening and pleasant experience for us. Also, the luminiscent green ooze gives us a very optimistic feeling about the creatures brewing inside. But I must admit there’s a bad point in all this situation: having someone else’s sticky slime in the crotch… (¬ -¬)”
More news soon!

 

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