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Seeing this pains me, because I was working on something similar in 2002, and gave up because I wasn't smart enough to stick with it. I had a realtime, multipl
by chaosmachine 17y ago
Seeing this pains me, because I was working on something similar in 2002, and gave up because I wasn't smart enough to stick with it.
I had a realtime, multiplayer, persistent world, in NES-style 2D (think Zelda 1). Keyboard-based controls, monsters that moved around, etc. All done in cross-browser compatible javascript.
It used a hidden iframe to poll the map data asynchronously (this was way before AJAX) and update the tiles (a 32x32 grid) in real time. I posted it on a popular forum one day, and had a whole bunch of people moving around on the map together. It was so awesome to see my little world come to life. People hadn't seen anything like it.
Then the server admin killed my account. Shared hosting was all I could afford back then.
I kept working on it for a while on my local machine, but without a place to host it, I lost motivation. It really needed a dedicated server, and that was way beyond my just-out-of-highschool budget.
Anyway, I ended up going to college and never really got back to it. 8 years later, I no longer have the source, or even a screenshot.
- Raphomet 17y agoHaving built it once, you could probably write it again in half the time. Even if you don't have the code, you have the experience. Writing code changes you.
- chaosmachine 17y agoThat's true. I've been thinking about doing a version for Android. The hardest part was actually doing the artwork. I spent weeks doing dozens of little 16x16 pixel sprites. Even walking animations for the characters.
- weixiyen 17y agough, I feel for you, 16x16 sprites look really cool no matter how far in the future we go. FWIW I've lost all my old work too. I wish Dropbox was around back then.