SmartFoxServer Basic. It was the fruit of our previous experience with SmartFoxServer Lite, a free multiplayer server launched one year before on gotoandplay.it, one of the top Flash developer communities of the time. Fifteen years might not seem much, but in technological terms it feels like ages ago, when things that we give for granted such as Youtube, Instagram or the iPhone didn’t even exist. In this blog post we’re going to take a look back at evolution of SmartFoxServer since its early days and the many changes and incredible growth of multiplayer gaming in the past 10+ years. » The early days SmartFoxServer was one of the first high-performance multiplayer server devoted to web based games, or rather Flash based, since at the time it was the only technology able to deliver games in the browser. Back in 2003-2004 the idea of multiplayer games running in a browser was still quite outlandish. There were already a few notable examples such as RuneScape, built in … [Read more...] about 15 Years of SmartFoxServer: a look at the past and a hint of the future.
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Between the fragmented launch of Anthem, the surprise launch of Apex Legends, and the upcoming launch of The Division 2, early 2019 is stacked with big online games. As BioWare’s latest, and countless games before it have demonstrated, multiplayer games of this scope rarely launch in a brilliant state. It seems like every online game has some technical issues at launch, whether they're minor ones, like the week-one bugs in Apex Legends, or game-breakers, like the connection issues that initially crippled Diablo 3. We've had troubled launches for as long as we've had online games, but it feels like the conversation around launch issues hasn't really gone anywhere. We see the same questions pop up every time. Why did this happen? Why didn't the developers anticipate this? Why did it take so long to fix? With so many big online games being released so close together, with the rise of Games as a Service in the industry, now seemed like a good time to bring some of these … [Read more...] about “It’s just impossible”: Devs explain why big online games always seem to break at launch
EmuParadise, for 18 years a go-to site for emulators and ROMs to play hard-to-find, if not ancient video games, announced last week that it would no longer offer its vast library of ROMs. The legal exposure, the site’s founder said, was simply too great a risk to himself and those who have supported EmuParadise’s efforts. Though EmuParadise did not name Nintendo, much less any legal threat from the console-maker, as the reason, many have tied that company’s vigilance and willingness to take legal action to this development, which seems like another setback to ROMs, emulation and video games preservation. What’s going on? Who’s to blame? What is the solution, if any? We’ll try to explain all of the issues in play here — some going on for decades — and why emulation is about more than snagging free copies of old games. What happened, exactly? On Wednesday, MasJ, who founded EmuParadise in 2000, announced that all links to download ROMs … [Read more...] about A major hosting site took down all its ROMs. What’s going on?
While we often think of single-player games not requiring an internet connection, and certainly many of us do play our roguelikes offline, there are advantages to implementing optional online features in a roguelike. Browser games, or roguelikes that require a persistent server connection to handle gameplay/content, are beyond the scope of this article. Those are also more likely to be real time or multiplayer (i.e. “less roguelike”) and require a connection anyway, while here I’m talking about single-player turn-based roguelikes that can also/normally be played offline. Many of the original classic roguelikes, pretty much anything that runs in a terminal, can be set up to work through a connection (telnet etc.). (See here for a collection of classics accessible via this method in your browser.) But there is so much more you can do than simply play a roguelike hosted on a server by feeding it commands. What about value-added features? Now that most players have access … [Read more...] about Web Support in Single Player Roguelikes
Back in 2008, anyone with a decent computer and web browser could access hundreds of games instantly. The accessibility of Flash as a programming platform revolutionized the internet, and with communities like Newgrounds and Kongregate, it was easy for developers to upload games that millions of people could quickly load up and play. But now that Flash is supported on fewer devices, many games of the past run the risk of being lost in the wake of changing technology. If these games aren’t adapted for modern devices, it won’t be long until they become completely unplayable. When I reminisce about the long-gone era of Flash games, I always think fondly of the game (I Fell In Love With) The Majesty of Colors. It launched around the time when many developers were still experimenting with what was possible with Flash. Some developers were cutting their teeth with basic run-and-gun action games, while others were exploring how the medium could create new types of interactive … [Read more...] about Remastered Flash games are the key to preserving the past