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About Camaleonyco

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  1. Looking good. I like how you use framing, very cinematic, lol. What are you using for the lighting? those torches look like made of dough instead of fire, lol. I guess is contagious.
  2. Yeah, I didn't spend enough time making those sample levels, because of the flood of amazing user content I was waiting for. I like the jelly-like behavior of the skater, but you are right, I need easier tutorial levels. Thanks for the feedback. As for Danger Deeps, someone was interested in a exclusive license, so I'm not putting it out ther yet. It's not a great deal they are offering, so it might fall through.
  3. Chrome: Versión 81.0.4044.138 (Build oficial) (64 bits) I'm on a HP Pavilion laptop, AMD Ryzen CPU, Radeon Vega GPU and 8mb RAM If you add a FPS counter I could let you know how fast it is running. edit: Updated my browser to 83 and its fixed!
  4. Chrome: Versión 81.0.4044.138 (Build oficial) (64 bits) I'm on a HP Pavilion laptop, AMD Ryzen CPU, Radeon Vega GPU and 8mb RAM If you add a FPS counter I could let you know how fast it is running.
  5. It might not be a unique idea, but there are not many RTS broswer games out there, and there will be a lot less by the end of the year. Maybe it's a dying genre, but I rather make a RTS game and then try to find an audience than make another match-3 puzzle. Good luck!
  6. Thanks rulan! Already tried that, but I get "imposter syndrome" when I'm around big time developers, and I'm too old for beginners' channels. I guess I should look for devs on the same league I am in, even if they are outside the HTML5 realm, like the Game Maker or Godot communities. I don't know, just want to meet and share ideas, feeback and even projects with like-minded people. Thanks for the heads up, Milton.
  7. Looks like this forum is not very lively. I was wondering, is there any other place where HTML5 devs hang out? Or maybe everyone is busy making great games. I'm feeling pretty unmotivated lately, and it's not because of the quarantine. I thought that connecting with other developers could be of help, but I'm not sure where to do that.
  8. There's something wrong, the ball doesn't move as fast on my browser as in that video. Does the game gets faster on later levels? I can't reach the goal in the 3rd level in less than 22 secs using your technique. edit: It most be a Chrome problem, on Edge I can reach the goal in 7 secs in the same level.
  9. By the way the game has crashed a couple of time after beating a level: phaser-arcade-physics.min.js:1 Uncaught Error: Cannot add a Scene with duplicate key: UIScene at initialize.getKey (phaser-arcade-physics.min.js:1) at initialize.add (phaser-arcade-physics.min.js:1) at initialize.processQueue (phaser-arcade-physics.min.js:1) at initialize.update (phaser-arcade-physics.min.js:1) at MainGame.step (phaser-arcade-physics.min.js:1) at initialize.step (phaser-arcade-physics.min.js:1) at e (phaser-arcade-physics.min.js:1)
  10. Very promising! If at any point you decide to make a game with it (as a way to promote the engine, maybe?), please let me know!
  11. Why aren't you interested in a multiplayer version? Sometimes, specially for boardgames, it is easier to make a multiplayer server rather than code a good AI. And rhere are many cheap Node.js servers now. Let me know if you are interested.
  12. Is there a way to speed up tha ball? I never reach the goal in time, am I missing something?
  13. It's looking great! What are your plans for this prototype? If you need an artist fo this game... Anyway, congrats on your progress, keep posting!
  14. Hi, everyone! I usually don't share my work with my colleagues on forums or social media, not sure why but it makes me feel embarrassed somehow... However, I want to share these 3 for different reasons: MINER DASH ( ) It's a game I made for last year, inspired by some old games from the Flash era and a little bit of Minecraft. I was very proud of it, but didn't expect much from its release. Apparently it got 5th place on the monthly contest at Kongregate and a 90% rating on ArmorGames, which almost made me cry because those guys are ruthless. So, the reason I'm sharing it is that I'm making a sequel and I would love to hear your ideas. Aside from the fixed bugs and performance boost, so far we have a added a couple of enemies, unbreakable rocks that can be used to kill enemies (like in Dig Dug), a persistent world (tunnels dug don't disappear), collectables, 4 different characters and 3 different stages. What else do you think was missing in the first one. I don't want to make it more complex, ideally, it will be as easy to pick up as the original while offering something to keep you playing for more than an hour. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DUMB RIDERS ( ) Another game for, obviously inspired by Happy Wheels. I really wanted to make the UI intuitive and more user-friendly than HW's, but fell short. It's actually more like a prototype, I thought we could improve it with the feedback we would get, but not many players tried it. With the help of Lagged we got the online sharing system running, but without any useful way to sort the users content out, it didn't achieve any virality. This was my first Box2d game, and the performance is terrible, at least on mobile. However, I'm thinking about using Cordova to make an Android App. So far the performance it's a lot better, and I just need to add more content for it. So, I'm sharing it now because I would like to ask, what do you think the game needs, what objects or interactive elements, and what kind of level sorting system would you recommend. Here's a gameplay video: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - And the last one is... DANGER DEEPS Some years ago I made my first HTML5 game, a very small one. It was called Poing!, and after publishing it I decided to make a series of games inspired by arcade classics. A new take on those games from my childhood, easy to play on mobile devices. Although Poing! was awfully received, I went on with the second game: Danger Deeps. I was taking inspiration from Joust, using only 2 buttons to keep it mobile-friendly. I think it came out a lot better than my first one, not just because of the addition of power-ups; The gameplay itself is more entertaining. However, when I tried to sell licenses no one was interested. At least with the first one, a couple of licenses were sold. Was it that bad?: No biggie, it was a small project, I just moved on to the next thing. The thing is... Now that I'm working with Cordova, I'm thinking about making an app and bundle this 2 games, plus a new one. Like a fake Arcade Classics Bundle. So, the third questions I would like to ask you is: What game should I make to complete the bundle? Which one of these mashups do you find more appealing: -A racer game + vertical shooter -A Centipede+Arkanoid game -A mix between DanceDanceRevolution + Street Fighter Thannks a lot for your help, sorry for my English and for the extra long post.