Karg

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About Karg

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    Newbie

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    http://www.pirongames.com
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    PironGames

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  1. that is very weird, as development was done exclusively on Chrome. can you please tell me a bit about the Chrome version and maybe what hardware are you using? i've noticed that Cocos Creator has some issues with animation-type physics bodies, sometimes it acts out when the cpu load is high and it cannot keep 60 fps. have to do some more tests, though. thanks for testing!
  2. thanks so much for playing! which level(s) are you having trouble finishing in time? the limits are my times finishing the levels, but maybe i've changed some levels and forgot to update the times. in any case, try to take very close turns, something like i did here: https://twitter.com/PironGames/status/1264033882346868736
  3. Play Wobbly Dot! Wobbly Dot is my latest browser game, a minimalist themed arcade where the goal is to navigate through dangerous mazes. It should be simple enough, except that your avatar is not moving in a straight line There are 30 levels that will test your reflexes. Complete them within the time limit to collect stars, which you can use to unlock more avatar skins. Made with Cocos Creator (and Typescript). Thank you for playing!
  4. Play Dodge This! Project trailer: https://www.youtube.com/watch?v=IxdGCpvh0jM Dodge This is a minimalist puzzle web game, where the goal is to eliminate all enemies with a single shot. Try to bounce as little as possible to meet the par. 30 levels are available for now. It's a solo project and it's part of a "12 web games developed in 12 months" series. I've used Cocos Creator and Typescript for the development. Thanks for playing!
  5. Karg

    Game loop advice

    i'm slightly confused as to why you're dividing velocity by time? the result measures as acceleration (unit/time square), you need a distance, which means you should be multiplying velocity with step. bunny.pos.x += (bunny.vel.x / STEP) * bunny.dir.x; bunny.pos.y += (bunny.vel.y / STEP) * bunny.dir.y;
  6. you can use any frameworks or game engines that can export to various flavours of browser content (js/canvas/webgl, webassembly) to make any game. if you meant complex game-play, the only limit is the sky 😛 if it's complex content (lots of graphics, animations, music, sounds), then yeah, there are limitations on what you can achieve for web. the main limit i see is the size, but here the discussion would diverge into: would you like you game available as web desktop, web mobile over wi-fi, web mobile over mobile data? a common denominator would be to keep the total size of the game below 20MB (code + assets), but with such low size, even you optimize the living hell out of your assets (choose a base resolution way lower than 1920x1080, use dragonbones/spriter for animations, downgrade the quality of music) you won't achieve the quality and quantity of assets of any of the aforementioned games. alternatively, you can use asset bundles and stream music/sounds on demand, but then if the player plays it on mobile data, can he afford the data charges for these dynamic loaded assets? as alternative 2, you can offer your game as a pwa (progressive web app), in which case some of these restrictions can be avoided (although the support for this is not wide-spread and probably only available to newer mobile devices and mobile operating systems). the second restriction is performance for canvas/webgl, where you have to use as fewer textures as possible to keep the draw calls low and maintain a steady fps. in this case, you'll probably want only a couple of 2048x2048 textures active at a time, and as you can guess, you won't reach the same level of quality as the games you've pointed to.
  7. good to see the official implementation. some months ago, i needed this feature, but i went the way of using WPAPI (client side) and wordpress rest api (server side). would it be possible to release a npm module for it, too?
  8. i think the approach is to append a md5 hash/checksum to a resource name. if the original resource is someimage.jpg, the final resource will be someimage.computedhash.jpg. some engines will do this automatically (Cocos Creator, for example).