marcgfx

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About marcgfx

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  1. Audio Debugging

    hey alex, thanks for your input . I am using ogg and I don't think the issue is caused by looping. It's mostly weird as it is not consistent popping and seems to randomly occur It could be too many loud sounds, or maybe low frequency removal could help. My sound knowledge is pretty limited, I guess a high pass filter would be the way to go?
  2. Audio Debugging

    I am having a hard time getting my webaudio sound good. I am dealing with some cracking/popping and don't know what is the cause. I have a lot of sounds going off at the same time. I've tried dynamic range compression node, but this does not help. I've also reduced overall sound volume, but still it sounds weird. On some systems it even goes into a state where sound stops playing entirely for a short while. I was thinking it would be great if I could visualize the waveform in some way, but so far have not found anything. How do you deal with audio issues?
  3. stba.io - Strike Tactics spin-off

    cool game, I've actually played more than I intended. I think the Ion Cannon is waaay to strong when it levels up, but maybe its just a way to make the winning team win faster? Maybe it should not attack air, that would make it more difficult to use. I did actually just win a game where they had two of them (not leveled up very high though), so there does seem to be a risk involved. edit: one other thing, it seems kind of terrible that you lose all your levels on a vehicle when you die. maybe allow the player to chose the same vehicle, but halve the level he had or something. In late game it's pretty much over if you lose your high level vehicle.
  4. Untamed [Shooting Game]

    pretty good game, quite addictive. It crashed on me in wave 20, one of the (laser) enemies was blinking endlessly and could not be shot.
  5. Cool project Entian I'm in similar shoes, but I didnt dare create a 3D engine like you did. Impressive! Just gave it a go. What I noticed was that I would really like a higher rate of fire and I found it quite confusing that I have to select a target to be able to shoot it. It would be nice if it didnt try to lock onto a target that is not even visible, allowing me to shoot straight in that case.
  6. [WIP] Devader (AntiMiner)

    I created a shader to create some kind of storm effect. Here you can see it in action. I've also done a lot of work on performance, but there is likely a lot more to be done. It's a never ending story really. Biggest improvement was realizing that painting a few thousand scorch-marks every frame was a bad idea. I now paint them once into a framebuffer and then just paint the framebuffer to canvas. A lot less taxing for the GPU. My current biggest issue is this: I am wondering how to market Devader and have no real clue. I was considering maybe adding a demo on google play and referring to the steam page. Then this question came up: Is there any way to create in-app purchases on google play for the browser (not app store). I have a web game that at least runs in chrome but no idea how to make money from it
  7. A Sliding Thing

    cool game made it to level 33
  8. [WIP] Devader (AntiMiner)

    I just came back from Gamescom in Cologne on Saturday. First time I've ever been an exhibitor and I was a little nervous to start with. I did not know what to expect. The first day was really hard on me, instead of sitting in silence for 10 hours, I was standing for 10 while talking. But it was a good start and I met and talked to a lot of interesting people. Not everything went well. First off I was presenting on an iMac from 2011 with similar GPU power to my MacBook. So I ended up presenting on the lowest settings I had available. I also had to hack in some code to reduce the amount of scorch-marks as the fill rate of the graphics card seemed to be reached rather quickly. There were also the occasional bugs and I spent much too much time explaining to people what to do. This resulted in further midnight fixes and improvements in minified javascript code. Not the most enjoyable way to pass the time. Most notable changes since I last wrote here are sand and multiplayer. But I don't have a screenshot of the multiplayer, so at least I will show you the sand. Gamescom Idle Trailer
  9. The multi-screen is the problem. I already start the game in full-screen with nw.js but I can still click outside the window. I guess pointer lock api is the solution, thanks guys!
  10. I am using NW.js for my game Devader (http://falkenbrew.com) and if the mouse leaves the window/application it's possible for the player to lose focus on the game, what can be very annoying. I can't come up with a solution. I need the cursor to be shown, but I don't want the cursor to exit the screen. A possible solution might be to use pointer lock (http://www.smartjava.org/content/html5-use-pointer-lock-api-restrict-mouse-movement-element) but it will be awkward to handle and it won't be possible to use the GUI I have so far. So ... maybe I could hack it in, but I really don't like the sound of it. Has anyone dealt with this problem before?
  11. [WIP] Devader (AntiMiner)

    @csganja sorry about the pants, that was never my intention @gamelover thanks for the info, I never updated the first post. the game is no longer online, as I just could not handle the different browsers and it was really hindering my progress. So now I am aiming for steam, using NW.js as a base. download can be found at http://falkenbrew.com
  12. [WIP] Devader (AntiMiner)

    thanks for your input! there have been some new iterations, a lot of people disliked the graffiti style logo. these are the current contenders.
  13. [WIP] Devader (AntiMiner)

    My artist made some new background images for the main screen and also a kind of logo. Not sure if its in the right style for the game, or if it's too playful. At least it's not as sterile as my original design. Orginal: Silhouette Eyes What do you like best?
  14. [WIP] Devader (AntiMiner)

    I'm still working on Devader, but progress seems very slow. I am doing a lot of small fixes and working on GUI. The GUI part is surprisingly hard with html, as I want the whole game to work nicely with controllers. I created my own controller-input library just for the GUI a while ago, but it still had a lot of things to improve. It allows me to move around from button to button, selecting and activating buttons. Handling multiple layers is still a pain, but I have managed to get it to work for the most part. Would there be any interest in my releasing something like that on github? The new selection screen for Nuke or EMP Selection screen for choice of Turret Game play wise the changes have been rather subtle. Today I changed the weapon power-up handling. So far the power-ups just timed out after you picked them up, no matter how often you fired. Now I've switched to an ammo based usage. This forces the player to think more about how to use the weapons he has.
  15. multiple particle and performance, optimization ?

    I assume something you are doing is using too much performance. Maybe give profiling a try, to find what the lag could be caused by?