agamemnus

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About agamemnus

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  1. Can anyone point me to a character behavior tutorial of some sort?
  2. Not bad by the screenshots, although the GUI looks a bit worn, and, well, I don't have a Mac and can't see where I am supposed to use the web-app. (I registered, but no confirmation email arrived...
  3. I think it is better to just use sprites and remove them or add them as needed. Otherwise you'll need to create a texture for the entire screen and keep modifying its pixels. That is somewhat slow and takes a huge amount of video memory.
  4. That is an interesting question. I think you should be able to use just the Music Standard license. I am not a lawyer but I do believe that AudioJungle's licensing methodology is heavily flawed. They do not understand that there is no physical difference between a file being stored on a website and downloaded through a browser and a file being downloaded to a user's computer or device via some other non-browser program. In fact, even here we cannot adequately parse the difference between a browser and a non-browser. I sent Envato an email saying as much, but predictably was ignored.
  5. For "Web Audio", it's a known problem in Chromium on mobile devices and there is a long discussion about the cause -- Firefox on mobile is much faster. You can alternatively HTML5 Audio (regular audio files) instead of Web Audio, Crosswalk, and add "xwalk --disable-gesture-requirement-for-media-playback" inside "platforms\android\assets\xwalk-command-line".
  6. Is it a local web server (ie: xampp, wamp) or are you just running the file? CORS issues on the textures, perhaps?
  7. So again, if you are doing stuff with pixels that is difficult or impossible with polygons (in your estimation), you should modify the texture. Otherwise, modify the sprite. It is a different architecture. With pixels, you have more control but you need to send this information (e.g.: a texture) to the GPU each frame. Thus, there can be a data bottleneck if the texture is big. With polygons and textures, most of the data is already sent to the GPU. You just have to send some positioning data, for example. That's why there are filters and shaders and such... to help with some common graphics manipulation cases. WebGL ES 2.0 is fairly limited.. WebGL 3 should make things easier, as well.
  8. Just noticed this. HTML6??? Web Technology not HTML5? Checked both on principle.
  9. I played a few levels. A decent take on a classic mechanism. Keyboard sometimes got stuck, on one level in particular.. (the one where there's a virus in a bottleneck on the bottom area and two viruses on the top area)
  10. Firefox 25. It works for like 3 seconds but then cuts off. Not sure if it works in the latest Firefox. The GUI is too disfigured for me to upgrade. Works fine in Chrome Canary though -- 43.0.2325.0 canary (64-bit).
  11. It really depends on how many pixels you have. For this, with 100, it is probably better to use polygons (sprites) instead of pixels, since you are drawing to the texture and that requires some back and forth between the CPU and GPU. (assuming the game is supposed to run in webGL)
  12. On my PC the sounds are cutting off almost immediately. Just static most of the time.
  13. The image took a while to download. Consider reducing the size of it or putting it on a CDN. Played the game for a couple of minutes. I don't know, it kind of seemed underwhelming... Just a few points. * Music had some sort of static in it, which I didn't like. * I've been spoiled by a lot of big budget RTSes over the years, the 3D graphics looked really stale. * Storyline not really fleshed out that much.