Jammy

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About Jammy

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    Advanced Member

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  • Gender
    Male
  • Location
    UK
  • Interests
    Games, dev, pixi, web, mentoring

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    ajamdonut

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  1. Ah thanks mate, really appreciate those spots! Added to the list. I think also the oddness might be explained by the control scheme I've setup but not explained for tablet/phone. I've got a button that makes it a bit easier to use the tools. I've put this together for everyone who' s testing but I'll have to get something in game soon.
  2. Understood mate, I also use *just* pixi for my project (I didn't see the point in going any further than having a rendering engine). I do hope others can provide you with experienced answers but I figure I would also provide more from my perspective. Making a game or any project from scratch without frameworks can come with loads of benefits (since we already know the downsides i'll describe just a few of the upsides) 1. Performance.. You pick exactly how your engine processes its logic. (This is why I only use a rendering engine and not a game framework) 2. Learning... You get to learn loads about making a framework or engine yourself (Before Pixi 1.0 and even the early days of popularised HTML5 games, I did a bunch of learning and made this video at end of the post) 3. Cost... Maybe the framework that does suit you costs too much, e.g. dev tooling, licenses etc. 4. Fit for purpose... Sometimes you have an idea for a project, which no framework lends itself to well. For example, you may need to run inside Linux, Unix, iOS, Android, PS4 web browser, XBOX web browser. You may want Newtonian physics, you may want it to import SVG's, you may want it to use CSS etc. 5. Complete control... This one is normally the reason used by the best developers, AAA's/AA's, financial institutes, military, etc. You have created and built every single aspect and component of your project, because it's extremely important you know exactly what every single component does. The video I put together years ago about trying out gaming aspects in HTML5 Hope this helps give you some perspective you may have not considered. Jam.
  3. Great little demo! I would suggest definitely making the keyboard changes as suggested by Ivan, it's a bit iffy for me. Windows 10/Chrome. I even tried to bug it out by messing around with pushing tanks into objects and everything seemed pretty solid! No issues there.
  4. Thanks buddy really appreciate the feedback! I do want this to be released for phone and tablet. So now that I can at least see it being playable on most devices, I'm going to spend a week or so really trying to nail down the UI and user-interaction aspects. My job is up in December so if i can see this version working well (being enjoyed), I might just focus on a more commercial different (or same) game in the same engine I've made. Really appreciate all your guys time spent with me on this.
  5. I don't think many people seriously build commercial games projects from the ground up with their own rendering engine. It would take just as long making the rendering engine as it would to make the game? Since your question is around commercial titles, I've never worked for anybody who said "let's do everything the hard way from scratch." it's more like "let's leverage what we can and not re-invent the wheel". Personally I've never made much money from a HTML5 game, but have made money from other games written from scratch (e.g. www.world-mafia.com ), but we're not talking huge successes.
  6. Thanks a lot for pointing this out. I've got a new build now which has started to resolve the issue for some android users, it would be great if you could try again and let me know if issue still occurs. (I do think though i have a bit of scaling work to do, but the game should now be playable) https://ajamdonut.github.io/ABV2/allbuilds/v.2.2.7/
  7. Hope you're well mate. I've got a new build today that addresses a lot of the mobile issues but still with a lack of all the devices around me to test on would be great to see what happens on everyone elses device. Would you mind sparing a moment again to try on this link: https://ajamdonut.github.io/ABV2/allbuilds/v.2.2.5f/ A lot of the other issues (audio etc) have also been fixed but i'm still sure I've got a bit to go before it's rock solid.
  8. Hey guys, really really appreciate these write-ups. So far i've addressed a few of the issues but I wan't to nail everything you've mentioned before posting latest. Really appreciate it! I think the Tablet stuff should be a lot more solid next time (I've added a bunch of logic to check the device type) Also thanks for pointing me at Howler, audio is next to be rewritten and this will probably fix a lot of my issues.
  9. Hi guys, Hope you're all well. I posted my last game here a year or so back Arcade Builder - I've been working on the engine on and off ever since and I'm really trying to nail every bug. I feel closer now to a solid game now but I don't have many friends and family with iPads/Androids/Macs to test on so some feedback on those devices would also be greatly appreciated! Could you please help me and check it out and cause any issues you can? If you're feeling daring try the "Hell pit" level and tell me how badly or how well it runs. https://ajamdonut.github.io/ABV2/allbuilds/v.2.2.7/ The major changes since the last version are: Changed tile system to pixi-tilemap Changed viewport to pixi-viewport Added tablet controls Added fixes for Safari Re-coded AI Added browser compatibility checks All feedback and suggestions really appreciated. Even if its bad news Thanks, Jammy.
  10. I guess the only other way I can think... If the gradient was put onto offscreen canvas and you had an algorithm go along each edge removing pixel in a dither pattern with transparent pixel to create the dither.... Again though.. not sure on impact to performance.
  11. Yea I see the issue... You could do it like a 9-grid (i.e. 3-grid), e.g. the sky is a 1px width gradient rendered from a photoshop png the height of the sky (stretched to the desired width), and on each end of the sky you attach your gradient-ed dither from photoshop or such. That way you could even do away with the pixel dither all together and just have joining skys with whatever gradient u want... but ofcourse im not sure on the impact of a stretched 1px texture, not tried it in pixi.
  12. Feel you there bro I wouldn't touch shaders. I thought about this one a lot and what about maybe... A pixel art dither as a texture, repeated to the height of the screen, dithering from one color to transparency. You could maybe even build the dither on an off screen canvas.
  13. Actually that really helped, I had completely ignored that fact... This is definitely a "per-browser" thing and already I've dug up some content from Chromium. Thanks for the help! https://docs.google.com/document/d/1i3IA3TG00rpQ7MKlpNFYUF6EfLcV01_Cv3IYG_DjF7M/edit#heading=h.7smox3ra3f6n
  14. I know it's a difficult one ey... So as far as testing goes I've tried some stuff but what I find is, for example, 5 workers is great for say 20 AI, but past that I want say more like 10+ workers, otherwise the AI is waiting around for other AI to calculate its path, e.g. AI 1 is calculating a path, so AI 16 is waiting for that calculation to complete before making its calculation. That is kind of a big gameplay part of the game, just how many AI I can have, since its a business simulation. This is a video of some stress testing, at 20+ workers all most AI seems okay, but anything lower than that and loads seem to wait around (which is why I don't think max workers throughput is directly tied to CPU cores... probably more threads). You mention 2 or more webworkers may end up on the same thread, this may start to explain things more. Are you aware of any writeups or any experience with how it decides when a new thread is made, or when to share one? One thing I may just have to come up with is a way to identify the client/device and then launch an appropriate amount of workers for that.. and then tweak gameplay to match Cheers, jammy
  15. Hi all, I know that google may answer this question but actually it's not as straight forward, since so many people say so many different things. My question is, what is the maximum amount of web workers I SHOULD create for my game. I can see some posts saying that you should only create one worker per CPU core, but this just doesn't seem right. My webworkers do seem to increase throughput even after the count of them is higher than my CPU cores. My game may run on Phone/Tablet or Desktop so the maximum amount of webworkers I SHOULD create would probably vary depending on the device/client. Would really appreciate thoughts/tricks and any links to write-ups. I would REALLY appreciate any write-up on just how webworkers generate their threads in the OS and just how many are effective on a single core machine vs dual core machine+ For consideration, the webworkers I am using are for pathfinding and I have a fair few AI, so the more workers I can achieve, the more AI will all be moving at once. Thanks, Jam