Just another quick update, here is a video showing the engine editor editing a live game of multiplayer BlackJack. The video shows a round of BlackJack being dealt and then the editor is opened and a bunch of changes are made to the game in realtime.
Here’s a video showing a multipayer session of the new BlackJack game created using the Isogenic Engine beta version 0.2.6b. As you can see, both browsers are synchronised in a multiplayer session – something that IGE has supported from the get-go!
The chips also have position and opacity tweening during the end-game sequence where hands that have won and lost are processed with chips being tweened back to the player or to the dealer respectively.
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Here’s a quick demo vid showing the new BlackJack demo that will soon be a full tutorial on the site that will accompany the launch of 0.2.6b. After running through a round of BlackJack, the video briefly demonstrates the tweening system working on the current main camera. The same system works on entities too (obviously) and you can apply easing functions as well as time the tweening in the future with a startTime parameter.
You can also see the new UI system working here too with the addition of the interface buttons (SIT HERE, LEAVE ROOM, HIT and STAND). The UI buttons have states (up, over and down) which are easily defined and can alter any property of the entity when the state is activated. Many many more updates will be appearing in 0.2.6b which will blow you away but for now, here’s just a quick look…
Full screen the vid so you can see the console commands being executed:
Get your P2P DNS system fired up… we will not allow Internet censorship, your eyes and your ears (and your mouse finger) are not the property of the U.S. government.
Hi! Does anyone know how to solve this issue of the screen flashing orange on every touch?
Also if I double-tap an element the browser tries to zoom in which is not desirable! I’ve set return false on the onmouseup listeners for those elements… do I need to assign ontouch listeners too? Anyone know the answer?
EDIT: OK fixed the orange flashing by calling preventDefault() on events… annoying bubbling etc – sometimes I forget I’m still in HTML! The zoom issue is super-annoying though, cannot quickly tap a button because it doesn’t register mouseups, just zooms instead!
So this is a quick vid demonstrating a server-side Box2D physics simulation which is being piped to a load of connected clients. The clients don’t receive constant updates as this would saturate the server’s bandwidth so instead updates are sent at regular intervals. Each client receives their update packets adjusts for network latency before interpolating the previous position to the next one in the queue.
Although using simple shapes to represent the sprites any sprite graphics can be used in either 2d or isometric and network performance would be just as good. This video shows version 0.2.6 of the engine which is due for release soon.
In this quick demo vid, you can see the new IgePhysics module (to be released as part of the upcoming 0.2.6 engine update) controlling a number of sprites around the screen as they bump into each other and their environment. The physics for each entity is an easily defined JSON object containing information about it’s physics setup. The black “puck” sprites are defined as such (you can see their physics definition inside the entity JSON object):
Here’s the video of the pucks bouncing around the map:
The physics module uses Box2D and whilst the module provides easy-to-use helper methods and simple entity physics definitions, Box2D can be accessed directly if you wish to manipulate the physics simulation in a custom fashion. There is no requirement to enter physics definition data directly into your entity definition and you can instead apply physics using direct Box2D methods.
Sorry for the long pause between the last update and this one! I have neglected to update the blog for a while but rest assured that development has moved on nicely! As many of you will know, version 0.2.5a of the engine has been released and it is the best yet featuring:
Numerous minor bug fixes
Support for iOS 5 mobile safari including touch events
New entity highlighting system
New entity mouse-to-entity detection system with both tile-based or pixel-perfect based detection
The IsoCity demo included now has new options to select, move and delete existing entities placed in the world
Also, the GameHost service is nearing completion and we’ll make an announcement on that soon.
You can see an example of the new mouse-to-entity detection in the short video below:
Here’s a quick peek at the upcoming GameHost service’s management console. The console provides you with control over your game instances and source code and allows you to see realtime output from your server-side game scripts as if you were SSH’d into the server directly.