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Project Pixlar: A game in the making!

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Very awesome, SNN! Your game looks to be a lot further along then mine (SHAMELESS SELF PLUG)

In any case, it seems really damn fun, and I'd love to play it when it's done. Great job, dude!
I have no idea what to change my layout it to...
Originally posted by HuFlungDu
Oh, so it's JavaScript? I've been meaning to make an HTML5 game (besides space marine 5, which hardly counts) for quite some time now. That's cool. Does WebGL work a lot better than a canvas? I've used a canvas for a tetris game and a little animation demo I made to learn javascript, but I think it might be pretty limited. Are you using a WebGL library or doing it straight? If a library, which one? Neato.


You'll have to bear with me as my tech lingo is still pretty shitty (you were right when you called out the fact that I hadn't programmed before and I only recently picked it up):

-WebGL is faster than a canvas, but it's also not supported on every platform. Since I'm not making a mobile game (where I believe WebGL is NOT supported), I don't see any issue in using it.
-It's the OpenGL SDK.

Originally posted by HuFlungDu
For a second I thought you were using some terrible amalgamation of HTML5 and silverlight. That would make me sad.


Nope. I've barely even heard of Silverlight. By the sounds of it, it's a good thing I passed it up.
Originally posted by S.N.N.
you were right when you called out the fact that I hadn't programmed before and I only recently picked it up)

Eh, games still give me trouble, but you seem to have picked it up right out the gate. I think I over analyze what I suspect will be problems and so talk myself out of working on it. No naïve optimism I usually have. Kudos.

Originally posted by S.N.N.
-WebGL is faster than a canvas, but it's also not supported on every platform. Since I'm not making a mobile game (where I believe WebGL is NOT supported), I don't see any issue in using it.

Yeah, but I would suspect canvas would be fast enough for a 2d game while maybe being a little easier to work with, but I've never used WebGL. Do you draw each of the "pixels" separately, voxel style, or do you have image resources that look like they are?

WebGL is supported on some mobile platforms (opera, Firefox) and it would surprise me if more aren't coming soon (chrome). The big problem with mobile would likely be controls. I overlaid some buttons over my canvas element for mobile users, but it really doesn't work very well. All the desktop browsers that matter support WebGL, and you get free Mac and Linux support without changing any code. Browsers are getting pretty cool.

Originally posted by S.N.N.
-It's the OpenGL SDK.

I've never heard of an opengl sdk for webgl. Linky?

Originally posted by S.N.N.
Nope. I've barely even heard of Silverlight. By the sounds of it, it's a good thing I passed it up.

It's like an entirely unnecessary version of flash. Because, as per the norm, Microsoft loves being ~10 years late to the party.

It wouldn't be much worse to make a game in it than flash, but mixing it with WebGL would just be WTF. Like Java applets, just a way for terrible programmers to avoid growth.
This really is beautiful, SNN. I've actually never seen anything in this style before. It's unique. I love how it has backgrounds that are actually very detailed if you let your eyes unfocus. The music is lovely, too. I'm assuming you composed it like the kawaii baka goon hunk that you are. That boss is cute. Anyway, it reminds me a lot of early 90s games mixed with Atari games in all the best ways.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
This is...really awesome. I can see a ton of potential here. Ignoring the silly, minor nitpicks that (as I've experienced firsthand) beta videos tend to magnify times 1000 for some reason, the only thing that kinda seemed a bit off to me was jumping to defeat enemies. Ah, I don't know, maybe it's just me, but something about it just seems strange here, and I have no clue why (so maybe it's just best to ignore this :P).

Also, a second vote for a different font, though I know it's probably not high on the list of things to do right now (and setting up a working HUD/menu system usually isn't terribly exciting).
I should get a new layout.

Probably won't, though.
It's been really awesome to follow this game's progress for the several months SNN's been working on it. This is an idea he's had for some time, and seeing it become more professional and polished by the day is more than a little cool. Given things already being developed as well as what I've heard, this is but a small sample of what to expect, and there are some very interesting ideas and gameplay down the road to look out for.
Originally posted by HuFlungDu
Do you draw each of the "pixels" separately, voxel style, or do you have image resources that look like they are?


I draw each of them separately.

Originally posted by HuFlungDu
I've never heard of an opengl sdk for webgl. Linky?


Link

Originally posted by Kipernal
Also, a second vote for a different font, though I know it's probably not high on the list of things to do right now


Thanks for your comments. I wouldn't say a new font is low on my list, but it's definitely something I don't think I'm immediately capable of. More practice with drawing should help with that, and if it doesn't, I'll have someone else do me up a font.
I'm really digging the whole 'bitshifting' idea; can't wait to see it in action! Don't think I've seen a game before where the graphics setting directly influences the gameplay.

I'd definitely buy this - or, in other words, SHUT UP & TAKE MY MONEY!
Believe it or not, I still exist in some fashion.
Originally posted by S.N.N.
I draw each of them separately.

Neat.

Originally posted by S.N.N.

So you mean you are using WebGL straight? Or are you using OpenGL and it's a desktop application? How do you make a personal window like that with WebGL, anyways? I've never seen that, generally I would expect WebGL to run in a browser.
This reminds me a lot of world 3 from Super Paper Mario. The concept of switching between 8-bit and 16-bit seems like it'd give off a somewhat similar feeling, too.

I'm looking forward to what the puzzles will be like later on-- good puzzle platformers are rather rare in my experience, but considering the quality of Kamek's Revenge's puzzles (can't say the same about Keytastrophe but I think the SMW engine just isn't good for non-Kaizo puzzles) I expect some creative design here.

By the way, I suggest adding more collectibles per level (or vary the number rather than always having one trophy and one rainbow pixel), unless all the levels are going to be around that length.

As for fonts, how about one of those old-fashioned futuristic fonts (as in, what was intended to be futuristic in the past but now seems old), if that makes sense? I think that would fit with the graphical style.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3

I'm so glad to see this is still a thing. I will definitely be looking forward to more progress on this.
Layout by LDA during C3.
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