TankistOnline

TankistOnline

Postby Ntech » 30 May 2019, 21:53

I'm working on a cross-platform, lightweight and opensource 2D Tank MMO -- TankistOnline. https://github.com/servusDei2018/TankistOnline

If anyone wants to help out, this is a great small-project. Thanks :)
Last edited by Ntech on 13 Jan 2020, 22:13, edited 1 time in total.
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Re: Python 2D Tank MMO -- Collaboration

Postby Julius » 31 May 2019, 19:46

Thanks for sharing, seems like a interesting idea.

Sorry for the slight delay in approving this post... I was travelling and didn't have access to internet. In face this might happen more often in the next 4 weeks or so.
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Re: Python 2D Tank MMO -- Collaboration

Postby dulsi » 01 Jun 2019, 05:02

I tried it will playSound set to False. It fails at "if bool(theme.is_playing()) == False:". I commented out that and the line below it. I can run it now.

It would be nice to include screen shot or at least some information about the state. Not at a playable state but that's ok. Did you create the tanks? They look good.
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Re: Python 2D Tank MMO -- Collaboration

Postby Ntech » 03 Jun 2019, 16:18

dulsi {l Wrote}:I tried it will playSound set to False. It fails at "if bool(theme.is_playing()) == False:". I commented out that and the line below it. I can run it now.

Thanks for pointing that out, I'll fix that right away.

dulsi {l Wrote}:It would be nice to include screen shot or at least some information about the state. Not at a playable state but that's ok. Did you create the tanks? They look good.

I got the blue tank from OpenGameArt, and edited it to make a red version.
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Re: Python 2D Tank MMO -- Collaboration

Postby Ntech » 04 Jun 2019, 20:08

New fixes, Commit #13.

Added Window Icon, made game scrollable. Next week I'll implement the Server (finally!). As always, https://github.com/servusDei2018/TankistOnline
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Re: Python 2D Tank MMO -- Collaboration

Postby drummyfish » 04 Jun 2019, 20:37

Sounds great, thank you for sharing :) Could you add a few screenshots here and/or in the README? Without them it's much more difficult to get attention for a project.
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Re: Python 2D Tank MMO -- Collaboration

Postby Ntech » 04 Jun 2019, 22:12

Image
Screenshot of Commit #13.

Coming up: A server, background.
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Re: Python 2D Tank MMO -- Collaboration

Postby palrogg » 19 Jul 2019, 17:48

Looks great!

I'd be glad to help a bit with the client code, although I already struggle to continue developing two game projects with friends. I also have some Ubuntu servers at hand, if you'd like me to host a test server for some time.

Are you sure you want to write the whole multiplayer network code? It could get nightmarish. There's some nice libre licensed multiplayer libraries, such as Lance and Colyseus (both are in NodeJS).

This isn’t a good multiplayer example, but I made a little "sandbox" multiplayer game two years ago using custom server code, which would be much, much easier to improve if I used Colyseus (code here, hosted there, I mainly used EndlessSky’s great sprites and sounds).

Also, Python 2’s end of life is in 5 months, are you sure about the server in Python 2.7? I struggled with NodeJS at first, but it’s great for web sockets.

I send you a pull request in a few minutes (booleans for movement requests and key press / release instead of on_text_motion :-) )
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Re: Python 2D Tank MMO -- Collaboration

Postby Ntech » 19 Jul 2019, 18:27

I'd be glad to help a bit with the client code, although I already struggle to continue developing two game projects with friends.

Sure, that's fine. Any help is great :)

I also have some Ubuntu servers at hand, if you'd like me to host a test server for some time.

That would be perfect! I planned to use repl.it (http://www.repl.it) to host a server, but getting all the data on/off of repl.it each time I update something would be harder than being able to download the data in a zipfile. Once the server is working properly, repl.it would work fine.

Are you sure you want to write the whole multiplayer network code?

I have some experience coding MUDs (a multiplayer text-game) so I think I could be able to pull something off for TankistOnline.

Thanks for the pull request, and yes, I'll be working on a update to the server which would make it 100% Python 3.
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Re: Python 2D Tank MMO -- Collaboration

Postby palrogg » 20 Jul 2019, 10:41

Great! I PM you :-)
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Re: Python 2D Tank MMO -- Collaboration

Postby Ntech » 21 Nov 2019, 16:54

TankistOnline v0.1 Alpha released!

Thanks to our contributors [ servusdei2018 (myself), palrogg, edbucks, and s1nn105 ], version 0.1 Alpha was released early -- today, after 53 commits!

Currently, there are no public servers, so you'll have to run the server yourself to play, and the client connects only to localhost.

It features:
    -A Python2.7+/Python3.x/PyPy compatible Server
    -A Python3 client
    -Clear, concise code with documentation
    -Four clients and a server runs with ease on 1GB RAM, 1Ghz CPU
    -Size < 137KB (unzipped)
    -Shooting and killing other players
    -Tanks rotate and move across a map with boundaries
    -You can see the nicknames of other tanks
    -Tanks who are idle for a minute time out


A future release, v 0.2 Alpha shall feature:
    -More and improved code optimization
    -A scrolling background
    -Cleaner, more concise code
    -A new and improved wiki
    -A lobby for people to connect to public hosts
    -Notifies players if they chose a nickname already taken

And last but not least, here are some things that could make a future appearance:
    -Different TURRETS that do different amounts of damages from different ranges
    -Tank skins to customize the look and feel
    -Capture the flag mode
    -Deathmatch mode
    -Team deathmatch mode

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Re: TankistOnline

Postby Ntech » 13 Jan 2020, 22:14

Here's the latest update, complete with a new map.

* Many clients may connect to a server
* Clients may choose the server to which they connect
* Clients can choose nicknames that appear above their tanks
* Clients may destroy each other
* Clients time out if they stay idle too long

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Re: TankistOnline

Postby Ntech » 30 Jan 2020, 19:27

I'm glad to announce that we now have our first public server! People may now connect to tankistonline.skeltonkey.xyz using the client. For more information, see here.
Last edited by Ntech on 31 Jan 2020, 00:32, edited 1 time in total.
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Re: TankistOnline

Postby Huitsi » 30 Jan 2020, 21:02

It seems that connecting to tankistonline.mooo.com fails while my browser was able to use the address just fine. Are you sure the client can resolve DNS-addresses in the first place? Anyway, I connected using the IP-address and played a bit with another player. Not much I can say at this point but I think your first priority should be allowing to rejoining the server without relaunching the game unless that's already possible. Which brings me to another priority: document the controls somewhere obvious. I was able to figure out moving and shooting, but I have no idea if there are other controls.
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Re: TankistOnline

Postby Ntech » 31 Jan 2020, 00:31

Sorry, a last moment change: the new public server is located at tankistonline.skeltonkey.xyz. We found a bug with DNS resolution, but it's fixed now.
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