Posts Tagged ‘mmo’

Nice Heals M8!

Posted by
Wednesday, December 14th, 2016 3:46 pm


Introducing “Looking For Heals” (an MMO Raid Sim). Have fun trying to heal a band of incompetent dwarven warriors as a lone priest, destined for a party wipe!



Trappy Tomb MMO released free for iOS

Posted by (twitter: @jimmypaulin)
Tuesday, June 16th, 2015 7:36 am
Trappy Tomb for iOS

Trappy Tomb for iOS

Hey LD friends! Our LD30 (Theme: Connected Worlds) Jam entry (14th, Jam) is now available as a full release on the App Store!

Trappy Tomb FREE on the App Store

It’s been a long road to get here, and it’s all thanks to you fine people! Any feedback for the full version would be hugely appreciated, we’ve had so much fun making this game :)

Yes it really is an MMO game, you play alongside the ghosts of other players and leave each other messages – here’s the trailer

Made using Cocos2D, with Kamcord social sharing for laughs.

See you in August!

– jimmypaulin

The Joining – 3 Day MMO Postmortem

Posted by (twitter: @enichan)
Wednesday, August 29th, 2012 9:04 am

So, for our first Ludum Dare ever me and Regus made The Joining, a centrally hosted 2D shooter MMO. Against all expectations, including my own, we made a relatively complete game by jam’s end. Unfortunately a 3-day-mmo is kind of like 5-minute-cake, a cool idea, worth doing to be able to say it’s doable, but the end result is infinitely less satisfying than what you’d get if you put the proper amount of time in. While running around pewpewing evil robots is fun, a lack of players and general aim and finetuning makes it only playable for 5-10 minutes before boredom sets in.

What went right

  • We knew our tools. Despite the fact that XNA isn’t the best thing to use to get a lot of people to play your LD game, we decided to stick with what we knew in order to finish in time.
  • Teaming up with Regus was extremely enjoyable, we’ve known each other going on I don’t know, a decade and a half now, but we’ve never made a game together. Working together was great, we had complimenting skillsets and we didn’t step on each others toes or had to wait for the other to finish to continue working.
  • I’m mostly pleased with the pixel art I did. Pixel art is something I consider myself good at but I rarely get to do it anymore. Being able to do some again was very nice.
  • The game is pretty well feature complete and stable. Our code design was mostly to thank for that, until the last day when cleanliness kind of went out the window and some of my rendering functions turned to spaghetti.
  • We made an MMO, complete with combat, enemy AI, A* pathfinding and a neat sort of “level up” system. In three frickin’ days. How awesome is that? Worth it just to say we did it.
  • I got to remind myself that even if your art and particle effects are only 50% as awesome as you want, it’s still a more satisfying experience to have a bunch of half-awesome stuff and a more complete experience, then an incomplete number of perfect things. The perfectionist in me needed this reminder.

What went wrong

  • No music. I’m bad at music and didn’t have the tools or time to modify even an autotracker song. I subbed in ambient sounds instead and it works okay, but not the way I wanted.
  • We didn’t actually have time to add some features that would’ve given the game a goal, like a boss at the center, better tuned distribution of enemies, and a global win/lose condition like we planned.
  • The game wound up being not very fun. See my opening paragraph for thoughts about that.
  • I felt kind of sick after the third day cause I pushed myself so hard and my sleeping patterns are completely shot now.

Overall a lot of things went right, far more than went wrong. Our first LD experience was enjoyable, and taught me some valuable lessons, or rather reminded me of them. And it was a chance to do a few things I don’t normally get to do, like make an MMO and work on pixel art. I consider it a win, even if I doubt our game will be getting top ratings.

We probably won’t work on the game for a post-compo version, I think. Nobody’s asked us to, which is a pretty good sign that it’s not actually wanted. Comment if you think we should, though. I’m tagging this SuccessStory even though the end result is lackluster, because… well, 3 day frickin’ MMO man.

Eniko, signing out.

The Joining MMO – Finished!

Posted by (twitter: @enichan)
Monday, August 27th, 2012 6:43 pm

I can’t believe it, we pulled it off. Against all expectations, we pulled it off. We failed to add the win and lose scenarios, but nonetheless we made a more or less fully fledged massively multiplayer online 2D shooter in 3 days! What is this I don’t even

I present to you: The Joining! Get the zipped build from the entry page or download the handy dandy setup which includes all the required frameworks. (XNA 4.0, .NET 4.0)

The story is that a race of monogendered aliens who join with each other to exchange genetic material have become complacent and reliant on AIs, and thus weak. Now the AIs have gone rogue and you have to once again join with your fellow alien type people to become stronger and defeat the AI overlord! (note: overlord not in game)

The game boasts procedurally generated terrain with buildings, a single central server everyone connects to, chat features, point and click movement and combat, and some pretty particles. No music, but I tried to compensate with ambient war sounds.

Now I have a dreadful headache so postmortems, time lapse and gameplay video will follow later. First LD, and we made it. I can’t even believe it. I’m so happy!

a MMO experience.

Posted by (twitter: @@PUriTanner)
Sunday, April 22nd, 2012 9:17 pm

IT’s an  MMO* made with node.js/backbone/three.js/tween.js/underscore/…

… and all the good parts of javascript.

What is it all about?

You are in charge of an evergrowing world in a universe full of evergrowing discs.
But growth comes at a terrible price.

In the advent of your great growth-inducing politics the general disc-populace grows weary of overpopulation and overproduction.
You decide to take the best way forward.
War against the unknowingly weak non-blue discs.
Carefully you plan your next aquisitions while balancing your infrastructure spendings with your investitions in green energy and hauntingly large disc-machines of war.


What does work:

  • Support for up to 51.00000000000002 players
  • Planets indicate their current production capacity by growing
  • Planets may revolt (red tint)
  • Military and a good investition in green technology help to overcome riots.
  • Attacking

What doesn’t work:

  • There is no chat or ranking.
  • You cannot transfer your all-killing-war-machines to a friendly planet
  • If you tab out there is a high chance your browser might die.
  • Simulation is a bit rough. Hadn’t had time to make animations
  • Same for graphics.
  • Player starting positions can be compromised from time to time. If you can’t grow your disc: reload the page


Oh, and the code is horrible. Iam not uber experienced and furthermore obviously needed to reassure myself that Diablo3 won’t ever become a game i could be happy with.

Thanks for your time. Have a blast!





If you still haven’t played it yet, here is a screen with lots of circles for you.

f this s. iam going to be a potato!


*at least in a realtivély tiny world it would be a MASSIVELY MULTIPLAYER ONLINE experience. Here it’s somewhat of a medium scale multiplayer app.

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