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Zombie goblin attack


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Ok, I don't have a proper title for this game yet. Although it is complete - It could do with some more polish - but not sure it will make it much more marketable.

 

And its my first game release - so I kinda just want to get it out there and start the next 'better' game.

 

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  • Description of your game: You are a Zombie, kill all Goblins and beat your previous scores, 2 game modes available - collect a full grown flower to double your speed.
  • The link to the game
  • Feedback is welcome - I would be very keen to hear about any bugs/problems with browsers you use. (known issue: no sound on idevices - common problem I believe)
  • Feel free to help with the title of the game. :D

This game grew out of a demo I created.

 

I used Tululoo - a no longer supported HTML5/Canvas game creator. I really like the small engine size (the entire js engine + all my code is < 100kb for this project) - but hate that the community is so dead.

 

For that very reason I will likely switch to Phaser for my next game.

 

For the vast majority of projects a bigger game engine will not be an issue.

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Hi,

 

I don't know if you're still looking for feedback, but I tried the game on all the browsers I have installed (Chrome, Safari, Firefox, and Opera in OS X, and Safari in iOS). In general it seemed to work well and run fine. Here are a few issues I noticed:

 

- On Safari OS X, there was no music and there were some audio artifacts (it seemed the menu button sound kept playing randomly and intermittently during the game). Presumably switching to Phaser for future project will address any audio problems you're having. Also, for some reason on Safari the whole game paused briefly on every attack. Maybe that was also a sound-related issue.

 

- I wasn't sure how to attack on iPad, but the game ran smoothly there.

 

- On iPhone, the menu buttons didn't seem to respond.

 

- Just as a design note, the music was a little loud when it came on. Maybe just a volume balance issue? (I may have had my volume up a little high from what I was listening to previously.)

 

- One issue that's probably more or less framework-independent is that with mouse/touch movement control, the animation jitters when the player character is close to the target position, or when the target position is more or less on a diagonal from the player. A 'safe zone' around the player where the target position is ignored and some hysteresis for the diagonals would probably fix this.

 

Aside from those issues though, it ran well with no obvious problems.

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Thanks jsc, great feedback.

 

Currently I don't have a way to test on safari. :( I will have to work on a solution to that (I assume mac needed for the latest versions).

 

iPad attack - all mobile device attacks should be two finger touch - I think that may mean releasing the fingers first on iPad/iPhone? The attack method worked ok on android - but I may need to change the method to either a quick double touch or a button click instead to make it more multi-device friendly.

 

Hopefully the other sound issues and graphics jitter is framework related - Tululoo never had great sound support (I had to force it to accept the .m4a sound format for instance - and I couldn't test the result on safari).

 

Although I just found the problem where the menu sound keeps playing on safari - Somehow I had selected the sound select.wav file as the 2nd Music file. Every other browser would have defaulted to the .ogg file - but because safari doesn't support it, it was playing the select noise instead of the music. Dang I really need a way to test on safari.

 

Music too loud - yeah I should probably turn it down a bit - the music is a bit loud compared to sound effects.

 

Thanks for testing - I am looking at some Phaser tutorials atm and trying to work out if it is worth using MightyEditor or not.

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