Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076120 Posts in 44164 Topics- by 36130 Members - Latest Member: D3CENT

December 30, 2014, 11:42:01 AM
TIGSource ForumsFeedbackPlaytestingBiluball Beta ( Multiplayer Ball Game )
Pages: [1]
Print
Author Topic: Biluball Beta ( Multiplayer Ball Game )  (Read 351 times)
albertino660
Manbaby
*


View Profile Email
« on: January 14, 2014, 04:29:20 AM »

Biluball is a realtime multiplayer ball game, A mix between football and air-hockey best played in 2v2 or 3v3 matches. It uses the new peer to peer capabilities of the flash player to create direct connections between the players. In the future I intend to allow users to play from a desktop version and from their mobile/tablet. The game has been built with Starling/Feathers + Nape physics and should run at a steady 60fps because it uses flash GPU.

Give it a try and tell me what you think.
Website: www.bilub.com

How to play
1 - Go to http://www.bilub.com ( flash player 10 or newer required )
2 - Click play.
3 - Join a room near your location or make a new room.
4 - Ask a friend to join and show him how it is done Smiley or simply play with the controls and try to do some tricks.

Controls:
Move with the keyboard arrows.
Kick the ball with X.

Tips and Troubleshooting:
- There is a ping display at the top right. "Ping: avg / max", the lower this two values are the better. If max is too different of avg then you are victim of lag spikes ( see next point ). The ping is calculated between all the clients and one lagging client will not lag the entire game.

- Flash uses nat hole punching in order to establish the p2p connections, this however can fail once in a while depending on the network topology, router quality and firewall configurations. When this happens the connection will time out while trying to join a room.

- Even if the game requires deterministic FPU operations, the client will never go out of sync because the server keeps the clients in sync. Also it contains tons of p2p optimizations to make the game run smooth and with low lag.


Please read: A personal appeal from Bilu Developer Caius:
I've been working on this for 6 months  Shocked and it has just reached a presentable and playable form. I'm now quite desperate for feedback and players Smiley. The game is still pretty much a work in progress so give me feedback about anything you like or don't like, I promise I will listen to all your imput and try to make the game better and better. Who, Me?

The game is similar to hax but it is under constant development and I am constantly improving the game. The game runs much smoother, the lag and delay has been reduced and you can play using your facebook, twitter account.
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic