CONTRIBUTOR WANTED: I'm really sorry for not have enough time to maintain this project. I'm looking for contributors who willing to keep this project going. If you feel happy to join. Please contact me via my Twitter: @huydotnet. Thank you so much!
A simple but powerful Agar.IO clone built with socket.IO and HTML5 canvas on top of NodeJS.
An updated and live list of live demos can be found on the Live Demos wiki page.
You can check out how to play on our wiki.
-pingin the chatbox to check your ping, as well as other commands!
You can simply click one of the buttons below to easily deploy this repo to Bluemix or Heroku:
You can check out a more detailed setup tutorial on our wiki.
To run / install this game, you'll need:
After cloning the source code from Github, you need to run the following command to download all the dependencies (socket.IO, express, etc.):
After downloading all the dependencies, you can run the server with the following command:
The game will then be accessible at
http://localhost:3000 or the respective server installed on. The default port is
3000, however this can be changed in config. Further elaboration is available on our wiki.
If you have Docker installed, after cloning the repository you can run the following commands to start the server and make it acessible at
docker build -t agarioclone_agar . docker run -it -p 3000:3000 agarioclone_agar
This is a clone of the game Agar.IO. Someone said that Agar.IO is a clone of an iPad game called Osmos, but we haven't tried it yet. (Cloneception? :P)
Well, while the original game is still online, it is closed-source, and sometimes, it suffers from massive lag. That's why we want to make an open source version of it: for educational purposes, and to let the community add the features that they want, self-host it on their own servers, have fun with friends and more.
No. This game belongs to the open-source community, and we have no plans on making money out of it nor competing with anything. But you can of course create your own public server, let us know if you do so and we can add it to our Live Demos list!
Sure you can! That's what it's made for! ;)
Of course! As long as your client supports WebSockets, you can write your game client in any language/technology, even with Unity3D if you want (there is an open source library for Unity to communicate with WebSockets)!
Yes you can.
We have an explicit TODO list for the all the features we aim to develop in the future. Feel free to contribute, we'll be more than grateful.
You can check out the full license here.
This project is licensed under the terms of the MIT license.