Node Kick!Dallas, TX

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Launch Site
Screencast
Quick Intro

It's a fighting game. It's awesome. Game play video: http://vimeo.com/79064653

Description

An awesome multiplayer arcade-style fighting game. Game play video: http://vimeo.com/79064653

Judging Instructions

Here is the direct link to Vimeo: http://vimeo.com/79064653

For best results use Chrome or Safari. Firefox works but a little choppy. Internet Explorer doesn't work. Minimum screen resolution of 1280 width 800 height. iPhone and iPad can be used as a controller using swipe gestures.

For fun factor, 3 - 6 players is a nice sweet spot :-)

Go to http://nodekick.com on your computer. If you log in via twitter, you can use the arrow keys to control your player:

To begin, **press the Up Arrow** to spawn your player. Then:
Up Arrow: jumps up/respawn, Left Arrow: kicks/turns left, Right Arrow: kicks/turns right

You can also use your iOS or Android device as a controller.

To do this, navigate to http://nodekick.com on your phone and log in with twitter:

To begin, **Swipe Upwards** to spawn your player. Then:
Swipe Up: jumps up/respawn, Swipe Left: kicks/turns left, Swipe Right: kicks/turns right

With the mobile approach, multiple players can use one computer screen (navigate to http://nodekick.com on the computer, but don't log in) and use their phones as controllers.

What they Used

NodeJS libraries: nodejs, bower, underscore, passport, passport-twitter, redis, express, express-namespace, backbone, cogs, underscore-express, stylus, nib, csso, uglify-js, ws, async

Digital Asset: one character and one logo from the freely distributed DiveKick Art Pack: http://www.divekick.com/ (link for Art Pack is located at the bottom of the page)

The creator of Divekick shows us some love: https://twitter.com/amirrajan/status/399975586069626880

All other art assets and sound effects were done by Eric Sowell and company.

Art created by Eric. Voice overs done by Amir (using audacity). Front end web design done by Casey. 3d CSS transitions done by Cliff using web fonts.

Who

Votes

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Other Votes

  • (74)
  • judge

    Nice game. Gets a bit overloaded with a bunch of people on at the same time.

  • judge
  • judge

    Keychain Logistics

  • contestant

    It sometimes laggs and the twitter avatars are displayed too late.

  • judge

    Lots of fun :D Having more than two people gives it a very Super Smash feel. Using your phone as a controller is even cooler :D

  • judge

    Icon Venture Partners

    Meh. Froze up pretty quickly and the motion was underwhelming. Could be fun but lots more to do. Not sure why i had to sign in with Twitter to use this, which I will admit annoyed me.

  • contestant

    A little laggy but I still have fun.

  • judge

    This is a seriously fun game. Love it. Great job!

  • judge

    Tilde

    It was fun, but simple, and I couldn't get the phone functionality to work on my Moto X.

  • judge

    GoInstant

    Fun game :) I like that it was kept so simple. There's a bit of strategy to the kicks. Knowing which character was mine was a bit confusing; It took a few games to see the floating avatar at the bottom. The realtime is a bit slow, it's unresponsive to my keyboard events and feels frustrating. The voices are awesome.

  • judge

    latency sucks a bit, the stick figures look pretty crappy, but great stuff. Nice and simple.

    • amirrajan
      contestant

      We have 3 sprites, that are selected based on your twitter handle. Heisenberg (or XKCD's Black Hat Guy), Donatello (from the Ninja Turtles), and a character named "Dive". We wanted to do a character selection screen, but ran out of time.

      You may have experienced some lag. It depends on websockets and a lot of data is passing to keep the screens in sync. However, it might be a feature we added. Everytime someone is killed it switches into bullet-time mode and slows down the whole game.

    • amirrajan
      contestant

      Did you try using a mobile device as a controller? It's really a nice touch when you have multiple people that want to play, but only one computer screen.

  • judge

    robotaudio.com

    I enjoyed this more than I thought I would at first. Pretty fun despite the simplicity of it. The commentator was a nice touch. It would have been cool to have had real-time chat.

    • Mallioch
      contestant

      We tried to get chat in. Ran out of time, like everyone else :) Thanks for playing!

  • contestant
  • judge

    Project Propeller

  • judge

    Samsung

  • judge

    Walmart Labs

    This is super fun! Seriously though. The first 'Death from Above' voice that boomed through my headphones had me cracking up.

    • amirrajan
      contestant

      Glad you liked it. The voice over was me :-) Used Audacity to add pitch and reverb effects to my voice.

  • contestant

    Cuttle

    Sorry I couldn't get it to work on Chrome. Logged in with twitter and a stick man in a hat would appeared sporadically as I pressed keys. Sounds like a fun idea though!

    • amirrajan
      contestant

      what was your twitter handle?

  • judge

    Pluralsight

    A creative idea, well implemented. I like the versatility of the mobile input option. The graphics are clean but no one will confuse this for an XBox game.

  • judge

    I have played a little bit of Divekick in the past and this preserves the spirit well. I especially like having the option to use my phone as a controller for the game. Totally ace.

    • amirrajan
      contestant

      Very glad you like it :-)

  • judge

    Balderdash

    Cool game! I like that you can control it with your phone. It'd be nice if you could choose your character though.

    • caseywebdev
      contestant

      Thanks! Yea we think the phone control feature is great as a kind of "party mode" with many people on one screen. Character selection was definitely on our to-do list, we just didn't get there in time.

    • clifton
      contestant

      Thanks! Character selection and chat barely missed the cut.

  • judge

    Awesome, love it

  • judge

    Nice job on the integration with mobile devices w/ the swipe.

    Game had some severe lag / choppiness for me on latest versions of Chrome and Safari running on a quad core i7 MBP.

    I didn't really get to experience the full effect of a multi player game which would obviously help the fun factor but I couldn't even get the controls to feel natural with just myself in the arena.

    Overall I like the layout and the design. I really like how my character looked like heisenberg with that hat. I saw no way to switch my avatar though :(

    No special combos? How are the points calculated and do you ever actually die? Is anyone actually declared a winner?

    • amirrajan
      contestant

      "Game had some severe lag / choppiness for me on latest" That's very surprising :-( The game cranks out at 60 frames per second. Perhaps try again later? We tested the game on both chrome and safari and it was "buttery smooth". We've had some player have issues with websockets, but it was caused by them being behind a proxy.

      "even get the controls to feel natural with just myself in the arena." I'll be online for the next few hours if you'd like to jump on and play an opponent. The control scheme is as follows: press the up arrow (or swipe up) to jump, while in the air you can press the left and right arrows (or swipe left/right) to do a downward kick. If you die, press the up arrow again to respawn your character.

      "I really like how my character looked like heisenberg with that hat." We have 3 sprites, that are selected based on your twitter handle. Heisenberg (or XKCD's Black Hat Guy), Donatello (from the Ninja Turtles), and a character named "Dive". We wanted to do a character selection screen, but ran out of time.

      "No special combos?" There are no combos. The depth of the game comes when players start thinking about spacing and how to bait opponents into attacking. There are a few other techniques like short hopping (where you jump, but very quickly press left or right to attack), which does an incredible job of getting into someone's head.

      "How are the points calculated and do you ever actually die?" You get one point for every kill you make against an opponent. The game keeps a persisted score (associated with your twitter handle). We have quite a few players that have passed 1000 kills :-).

    • clifton
      contestant

      It's hard to do a real-time action game without having access to the UDP protocol when clients can be from anywhere in the world and latency can be so variable.

  • contestant

    Hah, a fun spin on DiveKick. Cool stuff!

    • amirrajan
      contestant

      Definitely jump on later and we'll play. Always glad to hear from a fellow Divekicker!

  • judge

    Joyent

    Awesome. A simple game that's challenging to master. The multiplayer characteristic is fun; do I have an edge if I'm on a faster network? :)

    • Mallioch
      contestant

      Glad you enjoyed it :)

      The server is pumping out 60fps of websockets so faster than that wouldn't do you any good. But yeah, if you are slower than that, you might be at a disadvantage. When using my phone as a remote control I sometimes notice more lag than on the desktop. Being on wifi helps that a lot though.

      Thanks for coming by!

    • clifton
      contestant

      Consistently low latency definitely gives you an edge, There's a branch in the project that has low-overhead netcode, but it feels a little choppier since we didn't have time to implement proper interpolation. Thanks for the feedback!

  • contestant

    Microsoft

    Seems good!

    • amirrajan
      contestant

      Thanks :-)

    • amirrajan
      contestant

      Be sure to try using your phone as a controller. Go to nodekick.com and swipe up to spawn your character. After that you can swipe up to jump and swipe left and right to attack. It's a good way for a group of people to share one screen and use their phones to play :-)

  • judge

    Fun! Cool to see a divekick recreated like this. I had a few problems with input lag, other than that it seems pretty complete.

    It's not a very beautiful game and since the actual game design was taken from divekick that's mostly what I had to go on in the design category.

    Innovation also falls into that trap a little since it's mostly a recreation but doing multiplayer with canvas, websockets and iPhone input bumped that up.

    I think it might of been possible to develop some mechanics or modes that would innovate more on top of what divekick already offers. Other than that I think it just needs more polish.

    Nice work in 48hrs, good entry in the fun category.

    • amirrajan
      contestant

      Thank you for the kind words!

      On the innovation angle. Take a look at the demo video. We added the ability to use a mobile device as a controller :-)

      As for design. We used only two assets from a freely distributed art pack. The rest of the images, stages and characters were hand drawn by Eric. I did the voiceovers using Audacity's pitch and reverb effects.

    • amirrajan
      contestant

      Ah, I see you tried the phone. Cool :-)

  • judge

    sequoia

    Woah, so I'm not a typical gamer, so maybe it was just me, but I was super overwhelmed by everything that was going on in this game. There were some nice touches that I liked, including the sound and the backgrounds changing, but otherwise it was just a typical fighting game that was quite similar to divekick without the twists.

    I think that the characters might take up too much space on the screen when you have so many people playing, my screen started to get laggy when I had a bunch of people playing at the same time.


    EDIT:

    Whooooaa, I just watched your video , I didn't realize you could use your phone. That makes it a lot cooler. giving you Two extra points in utility / innovation, although you could do a better job of messaging in the app.

    • amirrajan
      contestant

      Definitely a bit overwhelming last night. The game is best played with 2 - 5 people (I'm online right now if you want to play).

      Also, on the aspect of innovation. You can use your mobile device as a controller (the video shows this feature).

    • amirrajan
      contestant

      Ha! Yes, the message at the top of the web page doesn't make it obvious that you can do that.

  • contestant

    IOKI

    Quite nice - the movements are limited but still a fun thing :)

  • judge

    found this a little difficult to figure out, the controls didn't work so great for me and it felt a little laggy (perhaps cause I'm in AU?)

    • Mallioch
      contestant

      You may have experienced some lag. It depends on websockets and a lot of data is passing to keep the screens in sync. However, it might be a feature we added. Everytime someone is killed it switches into bullet-time mode and slows down the whole game. This is a really nice effect when 2 or three people are playing but not when six or seven are. At that point it looks like lag because people are dying constantly. If there were a number of people playing when you did, try again when there aren't as many and tell us how much lag you get. I'm curious.

    • rvagg
      judge

      yes, there were perhaps too many people playing! I'll try again later when there are fewer as I can see this has potential.

    • amirrajan
      contestant

      The sweet spot for the game is 3 - 5 people. Definitely give it a try with fewer people :-)

    • amirrajan
      contestant

      Definitely checkout the gameplay video too if you haven't had a chance :-)

  • judge

    Wow, there's a ton of polish in this. Love the changing backgrounds, fun sound design and capture of all the edge cases. The mobile app was really crazy too. I had to knock a point off for completeness since I ran into some weird bugs and had to refresh after a bit.

    It was fun to play for a bit, but I can't see myself coming back again and again. Maybe if you added powerups?

    • caseywebdev
      contestant

      Thanks! Powerups definitely came to mind as something we might add, but 48 hours goes by fast =p I'd also like to expand the platform as more players join so bigger games aren't super crowded.

    • amirrajan
      contestant

      Glad you like the game. The voice overs were done using audacity's pitch and reverb effects.

    • amirrajan
      contestant

      I personally like one on one battles more than the chaos of lots of people. You start thinking a lot about spacing and how to bait your opponent into attacking. There are quite a few veteran players now (read as addicted gamers). Definitely try a one one one match and see if you find it more fun :-)

  • contestant

    Mozilla

    Nobody plays with me, but looks good from video!

    • Mallioch
      contestant

      I'm online for a few minutes if you want to play. Come on back.

    • amirrajan
      contestant

      I'm online right now if you'd like to play.

  • contestant

    Awesome! And I like the second screen idea.

  • contestant

    Sophilabs

    Fun and addict. Good job!

    • amirrajan
      contestant

      Thanks :-) Be sure to try using your mobile device as a controller. All you have to do is got to the nodekick.com on your phone, log in with twitter and swipe up to spawn your character. You'll be able to use the computer screen as a "tv" :-) ... having multiple people play with controllers and one screen was our innovation angle.

    • pricco
      contestant

      Cool!

    • Mallioch
      contestant

      Thanks for playing. You were pretty good :)

    • amirrajan
      contestant

      :-)

  • contestant

    Condé Nast

    Pretty addictive despite the limited movements ;)

    • amirrajan
      contestant

      Our goal was to make a simple easy to pick up fighting game. Also, we wanted to incorporate phones with touch/swipe capabilities. Having a simple control scheme allowed us to have some nice swipe motions (up, left, right) to control the character.

    • amirrajan
      contestant

      We tried really hard to keep the move set simple. It was our intention from the beginning. :-)

  • contestant

    Spatial Automation Lab -- University of Wisconsin, Madison / 3D Systems / Bespoke Innovations

    This is great! I could see this being a lot of fun with friends. It would be awesome if you added voice chat via WebRTC, but as is it is pretty fun!

    • amirrajan
      contestant

      Thanks! Glad you enjoyed it. Please be sure to come back and play some more :-)

  • judge

    Nodejitsu

    Fun! But was hoping for more in a fighting game.

    • amirrajan
      contestant

      Glad you liked it! Our goal was to make a simple easy to pick up fighting game. Also, we wanted to incorporate phones with touch/swipe capabilities. Having a simple control scheme allowed us to have some nice swipe motions (up, left, right) to control the character.

      The interesting thing about this game is there is some amazing depth to the game play. A few of the players have literally over 1000 kills and have become very good at baiting, spacing, and baiting (jumping without attacking) All important techniques in the game. :-)

    • amirrajan
      contestant

      Be sure to try using a phone that supports touch. You can bring up the game on a computer and use your phone as a controller. Just navigate to nodekick.com on the phone and swipe upwards to spawn your character :-)

  • judge

    GitHub

    After realizing that each kill = 1 point, I realized how long some of the people had been playing the game. Which clearly indicates how addictive it was.

    The design was ok, I was a bit confused at first what keys to use to play, even though I realized I was blind and the instructions were at the top.

    • amirrajan
      contestant

      Glad you liked it. It can get pretty crazy with more users. The art and voice overs were all done by the team except for one of the player sprites and a logo (which was taken from a freely available art pack). You can also use a phone that supports swipe gestures as a controller. Having one screen with multiple people on the phone was something we felt was pretty nice :-)

  • contestant

    very strange, but hey.. it's addictive :)

    • amirrajan
      contestant

      Glad you liked it. You can use your phone as a controller (if it supports swipe gestures). So you can have the game up on your monitor and log in with your phone, swipe upwards to spawn and then use that as your controller.

    • jiel
      contestant

      yeah, I just try it. I'm better with the keyboard and I should stop the screensaver when using the phone as a controler ^^

  • contestant

    Very fun :) Using your phone as a controller is a very nice feature. Good job!

    • Mallioch
      contestant

      Thanks for playing but I don't appreciate how you were pwning me :)

    • amirrajan
      contestant

      thanks man :-) feedback on the design? what didn't you like?

    • thgaskell
      contestant

      Design-wise, it would have been nicer if there were more original artwork. It kind of looks like many things were copy pasta'd and thrown together :( It's perfectly understandable for a weekend project, but I just got to keep it fair for everyone :p

    • amirrajan
      contestant

      The artwork was actually done by Eric. He used a drawing tablet :-), the voice overs were done by me using audacity. Cliff and Casey did the web design. We used one sprite and one logo from an art pack. But the rest was all hand made :-)

  • contestant

    simple and fun, simple fun :)

    • amirrajan
      contestant

      Did you try to use the phone as a controller? You may find that to be pretty innovative. One screen up and multiple people on the phone using swipe gestures :-) (log in with your phone and swipe up to spawn)

  • contestant

    Match.com

    • amirrajan
      contestant

      Thanks for voting. Did you try to use your phone as a controller? You can have the game up on a computer screen and use swipe gestures on your phone to play.

    • nicholasspencer
      contestant

      I did try that and it didn't seem to respond.

    • caseywebdev
      contestant

      What phone/browser/version were you trying?

    • nicholasspencer
      contestant

      5s/safari/iOS 7.0.3

      should I be using Chrome for iOS?

    • caseywebdev
      contestant

      Hrm it's working for me on 5/safari/iOS 7.0.3. It's a bummer we can't really debug right now. I'll try to find someone in the office with a 5s to see if we can replicate, thanks!

    • amirrajan
      contestant

      Safari is fine. The iOS device is a controller (so you still need a computer pointing to nodekick.com). Swipe upwards to spawn. Then afterwards you should be able to swipe left to kick left and swipe right to kick right.

    • nicholasspencer
      contestant

      Ha yes! I wasn't spawning... kept seeing the guy flash on my phone's screen as I swept left and right and figured it wasn't connecting correctly. Swiping up spawns and then the controls work correctly. Thanks for helping out.

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SEP 17
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