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Can you please try click this link, it puts you back at green mountain center: http://manyland.com/3


Mind emailing us so we can look into this? we@manyland.com Please let us know a bit about your system and browser, and the area you were in. Thanks!


Oh, thank you, but don't mind that, my computer has very low memory, but it actually ran pretty well after I commented that after a first impression.


[co dev here] Interesting you mention this. When we saw Glitch closing, while we never had a chance to try it, we did see the amazing community spirit of the Glitchens. For our earliest launch, we invited Glitchens to give Manyland a try, and they built the very first blocks!


> I thought "what a nice wind sound effect" until I realized it was the CPU fan in my laptop.

hehe... can I say we totally planned for that...

(sorry though! if you were around green mountain, that's actually our busiest area. Hope you stick around with us, and let us know how the upranking to 5 goes, it should be smooth over the coming days, and then you can do everything in the world.)


(Sorry for that, can you please contact us at we@manyland.com)


Absolutely! I loved Compuserve's Worlds Away back in the 1990s, it's rooted in Habitat, and it was a big inspiration for Manyland. I've never seen Habitat except in trailers, and it looks absolutely amazing... like much else of what Lucasfilm did.


We have the Android version ready, but we are waiting for one final feature: the ability to target Android 4.4.3+ specifically (as it's the first with Canvas hardware acceleration built in the web view, which we need).

Kindle Fire HDX on the other hand, we released through their 'html app' option, meaning we can actually point to manyland.com and don't need to provide a compiled project. Pretty neat from Amazon!


Thanks for these details! We added a client-side scripting option to specifically increase your jumps, so if you want you can create an Interacting for that. We also added flying mountables, triple jump wearables, parachutes, insta-teleporting, a 100% invincibility armor, and everything one might want to do. When you have a need, we try if possible to make it a feature, by integrating it in the Interacting language. At rank 2, try creating an Interacting block to see some of the things you can do. (If people find someone doing something which somehow ruins things for them, they may flag report a person though.)

Now as far as tweaking things which are harmful to others go, we try to base it on friendship -- so e.g. if you pick up a weapon you can only harm people who friended you (if your friends disagree with being killed, they can unfriend, and unfriended people aren't affected by one's bullets) -- but if you find anything that harms others even when not friended, please give us some time to fix it and disclose it privately to: we@manyland.com (we do have server-side checks for such things, so if something is not working there, we'd really appreciate the tip) We aren't perfect and private disclosure is very much appreciated.

Thanks again! Please let us know via email please if you find anything!


No problem, and yeah I only tested simple player vars like jumping, nothing harm wise that would affect other players. Doing the server side check on that is perfect though, so it's obv you guys are aware of it (thought as much given the level of code).

I'll definitely let you know if I find anything else, was just messing with it for an hour or so today :) I apologize too if you don't want this up here and let me know if you want me to delete it.


Looks like you trust the client on their window.ig.game.O722.rank, which allows people to remove blocks at the center and trap people. Check area 2, I think.


You are right, sorry for that and thanks for the reminder. We just recently changed that conceptually and haven't fully synced it -- for the first year, everyone at any rank was able to edit anywhere in area 1 - 4, even in center. We'll look at it soon, was quite a big wave tonight!


Sorry for that! Can you please try this area and see if it's better? http://manyland.com/7 There's also some arrow signs leading you to further portals


This one is much, much smoother.

Edit: but I still got kicked off after going through a portal where everything was much slower. Maybe this laptop just isn't powerful enough though.


Great! It's html5/ canvas/ JavaScript/ ImpactJS/ websockets, on server nodejs and mongodb.


How many lines of code of each, how many people, how much work on which parts?

I dunno why, because I'm certain I've seen games like this somewhere, but this just seems really cool and sorta inspiring, along the lines of "hey, you can just write code and toss it in a browser and go". (Not to be rude; I'm sure it took a lot of effort.) This is one of the first times I've ever felt this way. Ever since '95, I've never been impressed with a web version of something, because usually it's a weak imitation of a native program. But this just feels like something different.


We're a great community and 2 developers. A lot of work goes into the details (we must have spent over a day just tuning the jump, or the way chat words are floating and such, not to mention the whole architecture Scott has set up), as well as to adjust to what the community is asking for, and new needs we see. It won't surprise you that a lot of the work goes into making things mmo-compatible.

JavaScript/ html5 has pros and cons but one thing that is fun is to be able to quickly release updates, sometimes several times over the course of a day, which will then instantly be visible to everyone in the world (and since we're using a browser wrapper for e.g. the iPad version, it will also be updated across devices).


Really good job guys. How many hours have you spent on this?

Is this an open-source project?


Thanks! We worked on this for 2 years by now.

One thing we pondered might be cool for the future is some kind of iframe-sandboxed JavaScript to add object functionality, but already you can add to the functionality using behavior scripts called Interactings. http://manyland.com/info-interacting This is the way you can currently extend the logic, and we're setting most of our Interactings for tutorial purposes and such to 'clonable', meaning you can collect the object and adjust and copy its graphic & code. Take a look at some of the videos on the Interacting help page to get an idea, and please contact us if you have any questions or suggestions!


ImpactJS is not open source, but it is awesome.

It's also not closed in the sense that you cannot hack the hell out of it once you buy a license. The closed part is just so that Dom gets his 99$ license fees (IMO a steal).


[Other dev here] - Also redis, haproxy.


Would love to see a blog post about the server design.


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