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#1 2017-07-14 13:47:24, last edited by ByteArray (2017-08-09 03:29:05)

ByteArray
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From: United States
Joined: 2015-02-17
Posts: 158

HaxEE - An experimental HTML5 client made with Haxe

Hey guys, I recently started working on a project that I'm calling "HaxEE". It's an experimental client for Everybody Edits that uses HTML5 technologies instead of Flash. It is written in Haxe and uses the OpenFL Phaser Frost game engine, and from there it is compiled into the final JavaScript code. I know the EE dev team has been working on "UnitEE" for a similar result, and my biggest reason for making HaxEE is this: while the WebGL export from Unity works well and has good functionality, the resulting game is very bloated and uses an unreasonable amount of processing power. I have seen many people complaining about poor performance and lag in the current Flash version, and I am sure that the Unity WebGL version would just make this problem worse. HaxEE is an attempt to solve this problem by using a much more lightweight solution while still upgrading to the modern HTML5 technology.

Screenshot from gameplay:

Hidden text

You can try it for yourself here:
http://joshua.lightwolfstudios.com/haxee/
tech.png

Development log of the initial release:

Hidden text

Some parts of the client were based on the "Old EE" (http://old.everybodyedits.com/), but I implemented the modern physics and graphics. Also, it currently runs on it's own PlayerIO server that mimics messages that go to and from the real server. I'll likely be doing some more experimentation and adding more features over time. I definitely want to make some standalone builds sometime soon. //forums.everybodyedits.com/img/smilies/wink Standalone builds are now available for download on the website!

I know that some of you will ask why I'm not just making my own game instead, and I don't know that I have a good answer to that question. Although I've never been very active in the community, I've had a very long history with EE and I'd hate to see so much potential in the game go to waste. So I'm just doing what feels like my part in guiding EE into what could be a new era for the game. I'm also aware that there will likely be a major transition in the dev team very soon, and who knows what that will bring. But I hope this project can at least spark some interest among you and lead to more thoughtful discussion about the future of Everybody Edits.

So let me know what you think, and where you think I should go with HaxEE!
-- Josh


former lead-dev on EE/EEU, 2018—2020
(aka Criobite, Joshua Stone, TechnoWolf99, & LightWolf)

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#2 2017-07-14 14:47:57

Onjit
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Re: HaxEE - An experimental HTML5 client made with Haxe

Honestly, if EE has any future, this is probably it.


:.|:;

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#3 2017-07-14 16:25:25

Latif
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From: The Netherlands
Joined: 2015-03-13
Posts: 1,206

Re: HaxEE - An experimental HTML5 client made with Haxe

Awesome! I hope you continue this project //forums.everybodyedits.com/img/smilies/big_smile

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#4 2017-07-14 16:28:32

capasha
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Joined: 2015-02-21
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Re: HaxEE - An experimental HTML5 client made with Haxe

Also I have no idea how much time you have put down on this. But if I look at the EE Staff they haven't succeeded with this in 2 or more years.
I love this, everything feels much smoother than the flash version.

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#5 2017-07-14 16:31:53

ByteArray
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From: United States
Joined: 2015-02-17
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Re: HaxEE - An experimental HTML5 client made with Haxe

capasha wrote:

Also I have no idea how much time you have put down on this. But if I look at the EE Staff they haven't succeeded with this in 2 or more years.
I love this, everything feels much smoother than the flash version.

I'm glad you like it! I actually started on this last saturday, so less than a week ago. A full development log is included in the first post!


former lead-dev on EE/EEU, 2018—2020
(aka Criobite, Joshua Stone, TechnoWolf99, & LightWolf)

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#6 2017-07-14 17:06:51

LukeM
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Re: HaxEE - An experimental HTML5 client made with Haxe

Just wondering, why doesnt anyone ever make these sorts of things in pure javascirpt? Wouldnt that be just as easy to write, much less bloated by the exporter things, and generally more efficient because you actually write the end code, not something that is converted to something else, probably fairly inefficiently?

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#7 2017-07-14 17:09:49

ByteArray
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From: United States
Joined: 2015-02-17
Posts: 158

Re: HaxEE - An experimental HTML5 client made with Haxe

destroyer123 wrote:

Just wondering, why doesnt anyone ever make these sorts of things in pure javascirpt? Wouldnt that be just as easy to write, much less bloated by the exporter things, and generally more efficient because you actually write the end code, not something that is converted to something else, probably fairly inefficiently?

While some benefits could come by writing in raw JavaScript, managing a large project like that can get out of hand very quickly. The coding structure of JavaScript isn't really designed for bigger projects.


former lead-dev on EE/EEU, 2018—2020
(aka Criobite, Joshua Stone, TechnoWolf99, & LightWolf)

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#8 2017-07-14 17:13:54, last edited by LukeM (2017-07-25 17:45:04)

LukeM
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From: England
Joined: 2016-06-03
Posts: 3,009
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Re: HaxEE - An experimental HTML5 client made with Haxe

TechnoWolf99 wrote:
destroyer123 wrote:

Just wondering, why doesnt anyone ever make these sorts of things in pure javascirpt? Wouldnt that be just as easy to write, much less bloated by the exporter things, and generally more efficient because you actually write the end code, not something that is converted to something else, probably fairly inefficiently?

While some benefits could come by writing in raw JavaScript, managing a large project like that can get out of hand very quickly. The coding structure of JavaScript isn't really designed for bigger projects.

What would be different about using javascript from using other languages? Javascript can pretty much do anything any other language can cant it? The main difference I can think of is that javascirpt doesnt have types, so it could sometimes get confusing if you dont keep information about the structure of the data.

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#9 2017-07-14 17:16:26, last edited by realmaster42 (2017-07-14 17:27:21)

realmaster42
Formerly marcoantonimsantos
From: ̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍
Joined: 2015-02-20
Posts: 1,380
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Re: HaxEE - An experimental HTML5 client made with Haxe

Easy way to crash worlds:

snip

It's nice. You should keep working on it, it's really smoother than the flash version.

*Do not post mallicious code that may crash worlds.


http://i.imgur.com/bjvgH5L.png?1

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#10 2017-07-14 17:28:22

Xfrogman43
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From: need to find a new home
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Posts: 4,174

Re: HaxEE - An experimental HTML5 client made with Haxe

a dude joined my world and then this happened
uyqyNQt.png


zsbu6Xm.png thanks zoey aaaaaaaaaaaand thanks latif for the avatar

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#11 2017-07-14 17:29:35

realmaster42
Formerly marcoantonimsantos
From: ̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍̍
Joined: 2015-02-20
Posts: 1,380
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Re: HaxEE - An experimental HTML5 client made with Haxe

Xfrogman43 wrote:

a dude joined my world and then this happened
http://i.imgur.com/uyqyNQt.png

I tried to post the exploit so Techno could fix it but it got snipped lol.


http://i.imgur.com/bjvgH5L.png?1

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#12 2017-07-14 17:58:47

capasha
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Joined: 2015-02-21
Posts: 4,066

Re: HaxEE - An experimental HTML5 client made with Haxe

marcoantonimsantos wrote:
Xfrogman43 wrote:

a dude joined my world and then this happened
http://i.imgur.com/uyqyNQt.png

I tried to post the exploit so Techno could fix it but it got snipped lol.

Why not just Pm him? You don't need to share it for everyone.

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#13 2017-07-14 18:02:42

Mieaz
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Joined: 2016-10-14
Posts: 499

Re: HaxEE - An experimental HTML5 client made with Haxe

Onjit wrote:

Honestly, if EE has any future, this is probably it.

well just one thing, EE in future possibly shouldn't use player io


ee & eeforums gibs me depression

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#14 2017-07-14 18:05:14, last edited by ByteArray (2017-07-14 19:12:05)

ByteArray
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From: United States
Joined: 2015-02-17
Posts: 158

Re: HaxEE - An experimental HTML5 client made with Haxe

Don't worry guys, I'm aware of the issue and working on getting it fixed! //forums.everybodyedits.com/img/smilies/big_smile

Edit: The server has type-checking now, also fixed a couple of small bugs in the client.


former lead-dev on EE/EEU, 2018—2020
(aka Criobite, Joshua Stone, TechnoWolf99, & LightWolf)

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#15 2017-07-14 20:49:57

John
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Joined: 2019-01-11
Posts: 1,972

Re: HaxEE - An experimental HTML5 client made with Haxe

Are you related to Kentiya?


PW?scale=2

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#16 2017-07-14 20:51:19

Kentiya
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From: United States
Joined: 2015-02-16
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Re: HaxEE - An experimental HTML5 client made with Haxe

Emalton wrote:

Are you related to Kentiya?

He's my brother. I'm 19, he's 17.


kentiya-cartoony-120.png
Kentiya / Atikyne — EE & EEU lead artist 2018-2020

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#17 2017-07-14 20:53:46

John
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Joined: 2019-01-11
Posts: 1,972

Re: HaxEE - An experimental HTML5 client made with Haxe

Thought so

This is really cool by the way


PW?scale=2

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#18 2017-07-23 12:48:28

ByteArray
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From: United States
Joined: 2015-02-17
Posts: 158

Re: HaxEE - An experimental HTML5 client made with Haxe

I thought I should post on here about the updates I've been doing. I've been active on the Discord chat server for EE over the last week, working with everyone on there to help debug HaxEE and to try out new features. As development went on, I kept running into various core problems with OpenFL. So I've just switched to Phaser, and so far it's been going a little more smoothly. Well, there were some problems with keyboard and mouse input at first for some people, but most of them have been worked out. I still have more work to do on it to be more stable, but I think I'm in the right track. We'll see where this goes from here.


former lead-dev on EE/EEU, 2018—2020
(aka Criobite, Joshua Stone, TechnoWolf99, & LightWolf)

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#19 2017-07-24 12:31:47

capasha
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Joined: 2015-02-21
Posts: 4,066

Re: HaxEE - An experimental HTML5 client made with Haxe

The only thing that needs to be fixed is that you can use the same name twice or even more. I joined with a bot that was named capasha and then I used capasha when I logged in.

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#20 2017-07-25 03:30:47

Vinyl Melody
Formerly BananaMilkShake
Joined: 2016-06-19
Posts: 616

Re: HaxEE - An experimental HTML5 client made with Haxe

Post the client source code in github pls. All I get when I look at the .js directly is a bunch of one liners //forums.everybodyedits.com/img/smilies/sad


cb0de83627.png
Thanks to: Ernesdo (Current Avatar), Zoey2070 (Signature)

Very inactive, maybe in the future, idk.

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#21 2017-07-25 03:44:47

N1KF
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Re: HaxEE - An experimental HTML5 client made with Haxe

Onjit wrote:

Honestly, if EE has any future, this is probably it.

I doubt a game will reach the same spark of success by trying to replicate the past.


Everybody Edits is Fred

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#22 2017-07-25 05:22:10

Gosha
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From: Russia
Joined: 2015-03-15
Posts: 6,202

Re: HaxEE - An experimental HTML5 client made with Haxe

N1KF wrote:
Onjit wrote:

Honestly, if EE has any future, this is probably it.

I doubt a game will reach the same spark of success by trying to replicate the past.

It won't replicate it
It will learn from Ee mistakes and choose it's own road


At least I hope so

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#23 2017-07-25 05:31:54

N1KF
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Re: HaxEE - An experimental HTML5 client made with Haxe

Gosha wrote:
N1KF wrote:
Onjit wrote:

Honestly, if EE has any future, this is probably it.

I doubt a game will reach the same spark of success by trying to replicate the past.

It won't replicate it
It will learn from Ee mistakes and choose it's own road


At least I hope so

So far it's using the same physics engine, user interface, graphics. It doesn't look that way to me.


Everybody Edits is Fred

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#24 2017-07-25 05:53:17

Gosha
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From: Russia
Joined: 2015-03-15
Posts: 6,202

Re: HaxEE - An experimental HTML5 client made with Haxe

N1KF wrote:
Gosha wrote:
N1KF wrote:
Onjit wrote:

Honestly, if EE has any future, this is probably it.

I doubt a game will reach the same spark of success by trying to replicate the past.

It won't replicate it
It will learn from Ee mistakes and choose it's own road


At least I hope so

So far it's using the same physics engine, user interface, graphics. It doesn't look that way to me.

Ee's main problem was inventing things. They always not worked out enough and doesn't get updates
"cool update" turns out useless in couple of weeks

For example
Campaigns? Campaign suggestions?
Could be an amazing addition,  but they decided to release only 2-3 campaigns each year and close season-based campaigns which is stupid imo
Solution could be crew campaigns

Crews?
Looks like they just needed a way to give players abilities to run commands as world owner. Crews could have so much potential
For example they could do crew campaigns
Crew could put 3-5 worlds in their crew campaign and release it
More likes and favorites campaign gets - more rank crew gains
Ee isn't rewarding for your work, this could fix it^

Blocks?
We have ton of useless blocks. Too many colours for all of them
Making colours for the blocks was okay on the early stages of the game when there weren't many blocks to begin with
Now we have a lot of useless shiny blocks. And so few useful action blocks!
Moving spikes, ramps, timed hazards, blocks which break when you are standing to long on them - there are a lot of cool suggestions which a really ignored. It's easier to draw a shiny block colour than program physics of the new block!

Code?
Ee code is terrible!  It needs to be rewrited! And they knew that
2 years ago they announced unitee
This looks like a joke now.

Featured worlds?
So amazing idea
You could access to the worlds which a loved in the community
Oh what?  You can't see them offline? Pls.

And I can continue forever

Ee had potential but staff were making useless things instead of upgrading old ones.

If HaxEE has a future, they should think hard about every update they make

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#25 2017-07-25 11:55:56, last edited by LukeM (2017-07-25 17:40:33)

LukeM
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From: England
Joined: 2016-06-03
Posts: 3,009
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Re: HaxEE - An experimental HTML5 client made with Haxe

Gosha wrote:

Moving spikes, ramps, timed hazards, blocks which break when you are standing to long on them

The problem with these is that they just dont fit in with the way EE works, the whole block idea means moving spikes wouldnt fit in, ramps wouldnt be supported by the current physics engine, and blocks that break would have to have too many parameters for it to work in every situation (plus it could only be used in a few situations anyway)

I think the main thing that they think about when picking suggestions is 'does it fit in', and then if it does 'it it possible without re-doing everything'

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