It's a fighting game. It's awesome. Game play video: http://vimeo.com/79064653
An awesome multiplayer arcade-style fighting game. Game play video: http://vimeo.com/79064653
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.
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.
Voting is now closed.
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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.
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.
We tried to get chat in. Ran out of time, like everyone else :) Thanks for playing!
Glad you liked it. The voice over was me :-) Used Audacity to add pitch and reverb effects to my voice.
what was your twitter handle?
Very glad you like it :-)
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.
Thanks! Character selection and chat barely missed the cut.
Thanks! Glad you had fun!
"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 :-).
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.
Definitely jump on later and we'll play. Always glad to hear from a fellow Divekicker!
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!
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!
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 :-)
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.
Ah, I see you tried the phone. Cool :-)
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).
Ha! Yes, the message at the top of the web page doesn't make it obvious that you can do that.
Glad you liked it!
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.
yes, there were perhaps too many people playing! I'll try again later when there are fewer as I can see this has potential.
The sweet spot for the game is 3 - 5 people. Definitely give it a try with fewer people :-)
Definitely checkout the gameplay video too if you haven't had a chance :-)
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.
Glad you like the game. The voice overs were done using audacity's pitch and reverb effects.
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 :-)
I'm online for a few minutes if you want to play. Come on back.
I'm online right now if you'd like to play.
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.
Thanks for playing. You were pretty good :)
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.
We tried really hard to keep the move set simple. It was our intention from the beginning. :-)
Spatial Automation Lab -- University of Wisconsin, Madison / 3D Systems / Bespoke Innovations
Thanks! Glad you enjoyed it. Please be sure to come back and play some more :-)
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. :-)
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 :-)
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 :-)
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.
yeah, I just try it. I'm better with the keyboard and I should stop the screensaver when using the phone as a controler ^^
Thanks for playing but I don't appreciate how you were pwning me :)
thanks man :-) feedback on the design? what didn't you like?
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
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 :-)
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)
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.
I did try that and it didn't seem to respond.
What phone/browser/version were you trying?
should I be using Chrome for iOS?
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!
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.
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.