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Re:Agar.io by Matheus28 on Thursday April 30, 2015 @10:32AM (#9465267)
Dev here, feel free to ask me questions.
Re:Agar.io by schneidmaster on Thursday April 30, 2015 @12:24PM (#9466043)
I think there ought to be a mechanism to make it hard to stay huge. I've been in a couple of realms where there are 2 or 3 behemoths just kind of floating around that are impossible to get rid of. I see that you drop off the leaderboard if you don't stay active but there should be a physical mechanism as well IMO - like maybe you gradually shrink over time.
Re:Agar.io by ihuman on Thursday April 30, 2015 @12:49PM (#9466187)
There are green spiky cells that split you into about 10 cells if you are large and touch them. I've seen players fall off of the leaderboard due to accidentally touching them.
Re:Agar.io by schneidmaster on Thursday April 30, 2015 @12:54PM (#9466214)
Ah I didn't realize they split you if you're large. Still though, my primary annoyance is large cells that just don't move anywhere.
Re:Agar.io by Slowmo on Wednesday May 13, 2015 @05:59AM (#9537838)
Just like the time for the cells to merge increases with your size, the cells also lose mass at a given rate depending on their size. The only way I have found to circumvent this is to stay divided at super sizes so I'm not losing 1k mass because I can't catch anyone. For those cells not moving, just let them starve until they return to normal sizes.
Re:Agar.io by schneidmaster on Thursday May 14, 2015 @09:36AM (#9545056)
I think cells losing mass is a new feature, or at least I definitely didn't notice that when I posted my comment a few weeks ago - maybe they took my suggestion :)
Re:Agar.io by mceoin on Thursday April 30, 2015 @02:34PM (#9466823)
If you get big enough that you are subdivided and your subdivided cells are significantly bigger than the spiky circles, you can eat them!
Re:Agar.io by hadrien01 on Thursday April 30, 2015 @11:27AM (#9465644)
Feature requests: choose the server (to play with friends), see map borders, super fast mode (twice the speed for everyone)

Great game!

Re:Agar.io by mhei on Thursday April 30, 2015 @11:54AM (#9465854)
At the moment you can use a trick to play with your friends (that's what I'm doing): For each player, redirect m.agar.io to your own server (/etc/hosts), which serves a static file with the gameserver location (which you get from the original m.agar.io). Then reload the game until you're in the same realm. Don't forget to set the Access-Control-Allow-Origin header.
Re:Agar.io by excalibur457 on Saturday May 02, 2015 @05:01PM (#9478553)
Could you go into more depth on how to do this? How would one force redirect m.agar.io to the server of your choice? Also, what is "Access-Control-Allow-Origin header"?
Re:Agar.io by dmgbrn on Thursday April 30, 2015 @11:49PM (#9469270)
+1 for visible borders. How about power ups of some kind? Maybe a speed burst that shrinks you, for example?
Re:Agar.io by lobo_tuerto on Thursday April 30, 2015 @07:39PM (#9468307)
Just wanted to commend you on game design. It feels really balanced, and somehow it keeps the game interesting even after a _long_ time playing.

What I didn't understand is why it would disconnect me sometimes out of nowhere and reconnect me into another realm. It happened twice or thrice when I was on the leaderboard.

What dev stack did you use? Do you have a blog post with your math models for growing, speed, zoom, etc?

Re:Agar.io by Matheus28 on Thursday April 30, 2015 @07:42PM (#9468320)
The servers restart periodically to apply updates.

I've already answered somewhere in here what it's written in.

I didn't write any math model, I just wrote whatever felt right.

Re:Agar.io by andrelaszlo on Thursday April 30, 2015 @11:32AM (#9465676)
Why did you ruin my day? I had things to do!!!
Re:Agar.io by benhue on Thursday April 30, 2015 @11:02AM (#9465473)
Awesome game, our productivity has dropped massively since I sent it around the office. Any plans to invite people to the room you're in?
Re:Agar.io by Matheus28 on Thursday April 30, 2015 @03:32PM (#9467134)
Eventually. Unfortunately not the priority at the moment. You can look at the scoreboard to see if you're in the same server, though.
Re:Agar.io by madeofpalk on Thursday April 30, 2015 @10:33AM (#9465273)
How many different 'servers' or relms are there? Care to comment on how many concurrents any one can handle?
Re:Agar.io by Matheus28 on Thursday April 30, 2015 @10:47AM (#9465368)
There are 12 "servers" at the moment (divided among some regions, I think 6 for europe). But each server can host several realms, so I'm not quite sure how many realms are there, but at the very least 12 (probably 30 or more, though). A server can handle up to around 200 players (I don't know the exact number, the CPU is the limit).
Re:Agar.io by DJ_4_3leXion on Tuesday May 12, 2015 @04:31PM (#9534646)
I only notice about 50 people at once in most servers. When there is one big behemoth at least twice the size of the one in 2nd in the leaderboard, most people simply RQ.
Re:Agar.io by _lce0 on Thursday April 30, 2015 @12:11PM (#9465956)
I'm interested in how you made to balance the game? have you? or was it more of an emergent rule on itself?
Re:Agar.io by Roby65 on Thursday April 30, 2015 @10:45AM (#9465349)
Can you describe server side technology? How many servers are there? How many players do you handle per server?
Re:Agar.io by Matheus28 on Thursday April 30, 2015 @10:49AM (#9465387)
The server is written in C++ with libuv to abstract networking (since I test it on windows but the servers run on linux).

See my reply to madeofpalk for the other 2 answers.

Re:Agar.io by Roby65 on Thursday April 30, 2015 @10:54AM (#9465419)
Why the decision to use C++ instead of NodeJS?
Re:Agar.io by Matheus28 on Thursday April 30, 2015 @01:19PM (#9466344)
The main limitation on a server capacity is CPU
Re:Agar.io by tomsmeding on Thursday April 30, 2015 @11:02AM (#9465468)
Probably speed.
Re:Agar.io by pp19dd on Thursday April 30, 2015 @11:33AM (#9465680)
Think that part of it is that only one process or thread can run at any given time in node. So, if you have a complicated multiplayer server, subroutines will start getting blocked.
Re:Agar.io by loceng on Thursday April 30, 2015 @11:16AM (#9465568)
Is it signifiant? I haven't even thought to lookup benchmarks.
Re:Agar.io by taytus on Thursday April 30, 2015 @12:36PM (#9466116)
This game is so addictive that should be illegal. Great job!
Re:Agar.io by kittyboat on Friday May 01, 2015 @09:50AM (#9471219)
Can you add a chat? Something like http://tagpro.gg 's chat (doesn't get in the way and disappears after a minute). I really love the game, though! :-)
Re:Agar.io by JesseAldridge on Thursday April 30, 2015 @10:07PM (#9468978)
I played for several hours this morning. It seems playing cautiously and defensively is the best strategy. But splitting frequently and being aggressive is a lot more fun. Maybe adjust the balance to reward aggression more?
Re:Agar.io by 0xdeadbeefbabe on Thursday April 30, 2015 @01:34PM (#9466449)
I'd like to let a 7 year old I know play, but then she might learn how to spell swear words. Is that the worst that can happen? Haven't seen any porn blobs yet.
Re:Agar.io by 0xdeadbeefbabe on Thursday April 30, 2015 @06:32PM (#9468071)
cool I just noticed you can turn off skins and names.
Re:Agar.io by Matheus28 on Thursday April 30, 2015 @07:43PM (#9468327)
Yeah I just added it :)
Re:Agar.io by pachydermic on Thursday April 30, 2015 @11:17AM (#9465572)
Brilliant - great concept and good execution. Awesome job duder.
Re:Agar.io by ToomSan on Sunday May 03, 2015 @09:53AM (#9481279)
Doyou have any other fun multiplayer games?
Re:Agar.io by mizzao on Monday May 04, 2015 @04:50PM (#9489093)
Re:Agar.io by dave135 on Monday May 11, 2015 @07:25PM (#9528525)
How do I add custom skins? Like those people called France with a France flag image :)
Re:Agar.io by DJ_4_3leXion on Tuesday May 12, 2015 @04:30PM (#9534639)
Have you tried taking their names? They are not actual bots. They are images provided by the game when you take them, even from popular references like 9gag or Steam.
Re:Agar.io by anonymus789 on Friday May 08, 2015 @06:29PM (#9514486)
Since Pokémon and Mario are widely popular games, how about some skins for them?
Re:Agar.io by WorldWideWayne on Thursday April 30, 2015 @03:09PM (#9467006)
What's up with the statement about ad-blocking? Are ads part of the game or are you just trying to convince users to expose their browser to global malware and exploit delivery?
Re:Agar.io by Matheus28 on Thursday April 30, 2015 @04:21PM (#9467409)
I have 18 servers running for this game at the moment. If you want to write me a check to pay for all of them, I'll give you my address.
Re:Agar.io by dwwoelfel on Thursday April 30, 2015 @09:28PM (#9468822)
I'm curious--do you really make enough from ads on this game to pay for all of the servers? I turned off ad blockers and didn't even see an ad.
Re:Agar.io by WorldWideWayne on Thursday April 30, 2015 @05:27PM (#9467766)
So, are ads actually used in the game or not though?

There was no information on where to send a check, but I certainly would prefer that option over anything ad-supported.

Re:Agar.io by eatitraw on Thursday April 30, 2015 @10:45AM (#9465354)
Great game! Feature request: please add chat
Re:Agar.io by cantankerous on Thursday April 30, 2015 @10:52AM (#9465415)
Please don't. It will be filled with rage. ;-)
Re:Agar.io by tylorr on Thursday April 30, 2015 @11:04AM (#9465488)
Emojis or pre-generated text like "close one" would be nice. I think full chat would be too much.
Re:Agar.io by _lce0 on Thursday April 30, 2015 @12:09PM (#9465944)
yesss -- they can be triggered with the keyboard, and displayed as the bubble face!!