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Dev here. There's an editor at http://cursors.io?editor, but it can't submit the level to me yet. But you can type "generateCode();" and put it on pastebin and email it to me at me [at] m28.io and I'll put it in game if I like it.

My server is getting hammered pretty hard, that's the reason for the disconnects. The spike caused by hn: http://d.m28.io/ZCWdy0m1DHOG.png

I'm gonna sleep now but ask anything and I'll reply when I get up.

Edit: Sleeping is not an option anymore, the server is having some... troubles.



Seems like you already have this on your to do list but it would be nice to save state on local storage or something like that so that it doesn't reset every time the connection is lost.


Curious what the tech stack and data flow looks like for this, is the server running a C++ game representation and pushing updates to the javascript clients via WebSockets?

Noticed the string from the level editor `std::vector<LevelObject*> wallByColor[`


Yep the server is in C++. The level editor is mostly for personal use right now, so it just generates the C++ code that I need to paste into a file. I plan to make the editor public and make an easy process to submit levels so maybe some day no one will ever be able to reach the end.


what linode box are you using?


They're really overpowered for what they're using atm. I'm just keeping extra capacity just in case. Web server is on a Linode 2048 and Game server is on a Linode 4096 (not even using 15% of the CPUs).


what does that translate into ram and cpu?

what are you using for your web server?


Web server is just nginx. The RAM and CPU usage are really low, there isn't anything CPU or memory expensive in the game to be honest.


i just want to know how much ram and cpu i need to handle front page hackernews traffic.


If you're not hosting heavy files (big images, videos, etc.), not much, really. The cheapest plan on linode is enough.


Keybind found so far:

* O: spawn * A/S: change paint color * W: exit? green block


More Keybinds from Code:

* A: Prev Paint Color

* S: Next Paint Color

* B: Create Click Button

* Z: Undo

* W: Add Exit Block

* O: Move Spawn Point

* N: Create Hover Area

* Arrows: Change Size


Z undo.


You, sir, have crafted a beautiful, wonderful experience. I was playing with ~700 people, a figure that jumped to nearly 900 before I turned back to doing real work for the day. (Your Reddit posts must be gaining steam.)

The thrill of messing with people on the level with the large spiraling maze with red blocks, the agony of waiting for someone to come relieve you on the "go out of your way to man button clicking stations" levels... It's almost shocking how much depth can be pulled from such an incredibly simple concept.

It makes one wonder if you've inadvertently stumbled across the Holy Grail of game design: Did, through the game mechanics themselves, you create True Art?


Let's say it was absolutely completely 100% intentional and I surely knew what I was doing.

The game seems to have gotten popular on /r/webgames, but if it gets popular on /r/gaming or something, then it's gonna explode.




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