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Showing content with the highest reputation on 07/31/13 in all areas

  1. 1 point
    Hi there! I just recently found this forum, so I thought we should share our game here as well. CrossCode is an Sci-fi Action RPG about throwing energy balls at everything. We have been working on this game for quite some time now. Currently we can only offer a tech demo that shows basic gameplay mechanics, still lacking RPG aspects / story. You can play the TechDemo++ here: http://cross-code.com Note: The game is optimized for desktop/laptop with Keyboard/Mouse or Gamepad (Chrome only). The game does NOT run on mobile devices at this point. Some screenshots Technology: This game is based on a highly modified impact.js engine. We still use Canvas2D internally, but did some heavy modifications in the physics and rendering to have this top down view with a simplified 3D collision. If you are further interested in the game, we have a blog: http://www.radicalfishgames.com Here we give regular updates about the games progress and sometimes also some technical post where we talk about how we implemented stuff. Also, we have a YouTube channel with a couple of videos of more recent features (not release yet): http://www.youtube.com/user/RadicalFishGames/videos Also we are present in some social networks and always happy for attention Facebook Twitter And that's all for now. We hope you like the game! We're happy for any feedback! Bye Felix 'Lachsen' Klein Radical Fish Games
  2. 1 point
    Hello, I m new here as poster but usual reader, but today, I come to present us the game I made with @akican for the miniLudumdare : 7dRTS : The Great Story of DOTS We use for this game pixijs and the audio api ( chrome only for the moment ) , as well as tweenlite jquery simplifyjs astar from bringjs etc... and coffeescript. I m very satisfate of pixijs and it allow us to made this game really fast ! here is the report of how we made it in 7 days : http://www.ludumdare.com/compo/2013/07/30/the-great-story-of-dots-report/ Lets enjoy it and we wait your feedback Have fun !
  3. 1 point

    Proper game loop,OOP and IDE

    It's game dependent. If your game only updates the canvas when something happens, then that's a different story, in most games things update and change constantly, so it makes sense to constantly re-draw as well instead of waiting for something to change. As for, does it makes sense to render even though logic hasn't updated, imagine a platforming game, it's sufficient to update physics at 30FPS, but you want your rendering to be super smooth, because you have fast moving objects, so you'd still update the canvas at 60FPS, but you'd have to implement prediction so that even though physics change your objects' positions at 30FPS, you would render objects where they should, in theory, be in between the physics update frames. So yeah, it's a case of requestAnimationFrame() updating your logic more often that you'd need. It's kind of complicated, might be hard to implement, i'm just throwing it out there. Don't worry about it and start with a basic loop with a fixed time step for the logic. The gist of things still remains though. requestAnimationFrame() is going to try to v-synch. What this means is that it's tied to monitor's refresh rate, which you have no control over. 60FPS gets thrown around a lot when talking about requestAnimationFrame(), but that's just because most monitors run at 60Hz, if you change your refresh rate to 75Hz and run Chrome Developer Tools, you'll see that requestAnimationFrame() frame duration rectangles are far shorter. So technically, you don't know how often requestAnimationFrame() will be called. The function's perfect for rendering, but awful for timing code, so even if you want to run your logic and rendering at 60FPS, you still want to time your logic with a fixed 16.6ms step and let the rendering be called when ever requestAnimationFrame() wants to call it.
  4. 1 point

    Firefox OS Launches

    Ba dum tss https://vine.co/v/hKJEruQrPXD
  5. 1 point

    PeepsQuest Pixi.js Tutorials

    Hey all, I've been creating a series of isometric tutorials and guides as I learn pixi.js for a game platform we are building. Any feedback appreciated. BTW, I'm more of a backend developer and this is really my first week into game programming other than a space invaders game I built as part of my university course way back when. I've been doing node for a couple of years so my JS fu is pretty good, my gaming fu I am working on http://peepsquest.com/tutorials/isometric-placing-avatar.html