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A member registered Dec 25, 2019 · View creator page →

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I think that mainly depends on the load you expect. I mean, even the way it exists now in my sample code it could probably handle a couple hundred to thousand new games per minute without problem on a small VPS. The server component only helps set up the p2p connections, there is no real work involved.

So unless you're building something where you're literally setting up tens of thousands of new games per minute I wouldn't worry. Don't underestimate the scalability of a single executable on a cheap server. Spend your time/money on more important things.

nothing aside from just limiting the number of concurrent lobbies

Ohh, sorry. Yeah, sure. The original webRTC example that my code is based on can do that.

PeerJS still uses a server, it's just that they run one for you so you don't have to set up your own. Using PeerJS from godot would require porting their library and negotiation protocol over. Not impossible, but a fair amount of work.

Ohh, I love this! But after quitting out and restarting the story mode when all the way at the bottom I got stuck in the black void under the map with a high pitched note playing in the background

Just… the normal way, I think? You can check out the project on github and take a peek at the code if you want!

Yeah, at the moment it's hosted on one of my VPSs

Signalling is handled by a small websocket server written in node.js. I'm not sure if there is a native implementation of the webrtc library for android.

Hey! I haven't done anything official or anything, but check out this reddit thread and the linked zip file.

That's basically the networking part of Screenhead Arena, just cleaned up a little. If there is interest I might also put this on itch as a slightly more official thing with a proper explanation?

I've enabled the fullscreen button on the embed!


Thank you!