ageLANServer allows you to play Age of Empires I, II, and III Definitive Editions multiplayer over a local area network (LAN) without an internet connection. It acts as a local server, replacing the need for the official online servers, enabling fully offline LAN play. This open-source project supports various features like lobbies, chat, and game setup, mimicking the functionality of the official online service but entirely localized.
A developer has created Minesweeper Pro, a free, real-time multiplayer version of the classic Minesweeper game. Players can compete against others online in various game modes, including a cooperative mode where they work together to clear a shared board. The game features a clean and modern interface, global leaderboards, and customizable difficulty settings. It's accessible through any web browser without requiring downloads or logins, making it easy to jump into a quick game.
Hacker News users discussed the technical implementation of the multiplayer Minesweeper game, praising the use of Elixir and Phoenix LiveView. Some expressed interest in the difficulty scaling for multiple players and how simultaneous clicks are handled. Several commenters shared their nostalgic fondness for Minesweeper and welcomed the multiplayer twist. One commenter pointed out the lack of a visible player count or indication of others' actions, suggesting improvements to enhance the multiplayer experience. Another requested a "no-guessing" mode, a popular variant of the classic game. Overall, the reception was positive, with users intrigued by the project and offering constructive feedback.
Valve officially released the 2013 Source SDK codebase for Team Fortress 2, including the game's client and server code. This release does not include third-party code or game assets like models, textures, or audio. While it's not the latest version of the game's code, it represents a significant official release of the engine and game logic previously only available through leaks. This allows modders and community members to more easily study, modify, and build upon the TF2 codebase.
Hacker News users discussed the implications of Valve releasing the Team Fortress 2 2013 Source SDK code. Several commenters expressed skepticism that this release would significantly impact the cheating problem in TF2, arguing that cheat developers already had access to, or had reverse-engineered, this information. Others highlighted that the real issue lies with server-side vulnerabilities and exploits, not readily addressed by this client-side code release. Some users speculated on Valve's motives, suggesting it could be a move towards community-driven development or simply a consequence of the leak becoming so widespread that an official release was the best course of action. A few expressed excitement about the potential for mods and community projects enabled by official access to this older codebase. The overall sentiment seemed to be a mixture of cautious optimism and a pragmatic understanding that this release was unlikely to be a silver bullet for TF2's ongoing issues.
"The Deck" is an open-source, cross-platform card game engine built using Flutter. It provides a framework for developers to create and deploy their own digital card games across various platforms, including desktop, mobile, and web. The engine offers features such as networking for multiplayer gameplay, a customizable UI system for designing card visuals and game boards, and a scripting system using Lua for defining game logic and rules. This allows developers to focus on the unique aspects of their game design rather than the underlying technical implementation, accelerating development time and facilitating rapid prototyping. The project aims to be a versatile and accessible tool for both hobbyist and professional game developers.
Hacker News users generally expressed positive interest in The Deck, praising its cross-platform compatibility via Flutter, open-source nature, and potential for customization. Some questioned the long-term viability of maintaining such a project, and the choice of Flutter for a game engine. Several commenters suggested alternative technologies or approaches, such as Godot, Bevy, or a web-based implementation. A few users shared their own experiences with game development in Flutter, offering both encouragement and cautionary tales about performance and complexity. There was a brief discussion around monetization strategies and the difficulty of standing out in the crowded mobile gaming market.
Driven by a desire to learn networking and improve his Common Lisp skills, the author embarked on creating a multiplayer shooter game. He chose the relatively low-level Hunchentoot web server, using WebSockets for communication and opted for a client-server architecture over peer-to-peer for simplicity. Development involved tackling challenges like client-side prediction, interpolation, and hit detection while managing the complexities of game state synchronization. The project, though rudimentary graphically, provided valuable experience in game networking and solidified his appreciation for Lisp's flexibility and the power of its ecosystem. The final product is functional, allowing multiple players to connect, move, and shoot each other in a simple 2D arena.
HN users largely praised the author's work on the Lisp shooter game, calling it "impressive" and "inspiring." Several commenters focused on the choice of Lisp, some expressing surprise at its suitability for game development while others affirmed its capabilities, particularly Common Lisp's performance. Discussion arose around web game development technologies, including the use of WebSockets and client-side rendering with PixiJS. Some users inquired about the networking model and server architecture. Others highlighted the clear and well-written nature of the accompanying blog post, appreciating the author's breakdown of the development process. A few commenters offered constructive criticism, suggesting improvements like mobile support. The general sentiment leaned towards encouragement and appreciation for the author's technical achievement and willingness to share their experience.
Bearings Only is a browser-based submarine combat game focusing on sonar and deduction. Players listen for enemy submarines using a hydrophone, plotting their movements on a grid based on bearing and changes in sound. The game emphasizes strategic thinking and careful analysis over fast-paced action, challenging players to outwit their opponents through cunning and calculated positioning rather than direct confrontation. It features minimalist graphics and a focus on immersive audio.
HN commenters generally praised the game's simple yet engaging gameplay, clean UI, and overall polish. Several appreciated the strategic depth despite the minimalist presentation, with one noting it felt like a more accessible version of Cold Waters. Others suggested potential improvements, such as adding sound effects, varying submarine types, and incorporating a tutorial or clearer instructions. Some discussed the realism of certain mechanics, like the sonar detection model, while others simply enjoyed the nostalgic vibes reminiscent of classic browser games. A few users also encountered minor bugs, including difficulty selecting targets on certain browsers.
Summary of Comments ( 64 )
https://news.ycombinator.com/item?id=43562860
Hacker News users generally expressed enthusiasm for the ageLANServer project, praising its ability to facilitate offline LAN play for Age of Empires games without requiring port forwarding or other complex networking setups. Some users shared nostalgic memories of playing these games on LAN and expressed excitement at the prospect of easily recreating that experience. Several commenters inquired about or suggested features, including support for cross-platform play between Steam and Microsoft Store versions, integration with existing lobby systems like Voobly, and improved matchmaking functionality. The potential for modifications and custom scenarios within the offline LAN environment was also a point of interest. While mostly positive, some users raised concerns about the project's reliance on UPnP, suggesting alternative approaches for network discovery and connection.
The Hacker News post about ageLANServer, a web server enabling offline LAN play for Age of Empires I, II, and III Definitive Editions, generated several comments discussing various aspects of the project.
Many commenters expressed appreciation for the project, highlighting the desire for offline LAN functionality, particularly for scenarios with unreliable or absent internet connections. They saw this as a valuable tool for preserving the classic LAN party experience, a sentiment echoed throughout the thread.
Some users questioned the necessity of a web server for this purpose, suggesting alternative methods like modifying the hosts file. However, other commenters explained the advantages of the web server approach, such as simplified setup and the potential for more advanced features. The developer themselves clarified that using a web server offers a more user-friendly experience than manually configuring network settings, particularly for less technically inclined users. They also pointed out that using a web server allows integrating features like an automatic server browser, which would be significantly more complex with host file modifications.
A few comments touched on the technical details of the project, inquiring about the specific mechanisms used to intercept and redirect traffic. The developer provided some insight into the implementation, explaining how the tool leverages DNS and HTTP to achieve the desired functionality.
The discussion also explored potential future developments, including support for cross-play between Steam and Microsoft Store versions of the game, as well as the possibility of expanding support to other games. Commenters expressed interest in these features, further demonstrating the demand for solutions that facilitate local multiplayer gaming.
One recurring theme in the comments was the frustration with the current state of online gaming, with some users expressing disillusionment with always-online requirements and the perceived decline of local multiplayer. ageLANServer was seen as a positive step towards reclaiming the convenience and control offered by offline LAN play.
In summary, the comments on the Hacker News post reflect a strong positive reception for ageLANServer, driven by a desire for accessible offline LAN functionality. The discussion covered various aspects of the project, from technical details to potential future developments, showcasing the community's interest in preserving and enhancing the local multiplayer gaming experience.