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ggvicviper

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Posts posted by ggvicviper

  1. UPDATE:

     

    The game is now officially a game, able to play in the beta state. I'm going to be using this beta state to have a game for our Christmas Eve celebration. Yep - HTML5/JavaScript game competition on the big screen.

     

    Do me a favor, please give the game a shot from the link above - even if you already have. I want to know what you guys think.

  2. More fun to be had since my last update last week. I've added a few sound effects for player shots, asteroids that you have to avoid, an updated grapple beam, and a nasty brain that you need to eliminate. Keep playing and trying on all platforms! Hopefully this will be built in full by Christmas, where I'll have this year's Christmas challenge with my family for prizes.

     

    I'm really trying hard to make this a showpiece for true arcade games on the web. Many battles have been fought in the face of a console/arcade-like experience in the forms of performance/framerate on lower-powered machines (including fullscreen capabilities), gamepad/joystick struggles, and audio. I'm continuing to fight the good fight - and I hope the results are coming out good.

  3. More update: I was going back & forth a few months between JS & a few other native languages due to performance pouting, but I think I got things a little better. I'm setting up a Mac in my studio with all my old game consoles to create a grand gaming & entertainment portal.

     

    While new enemies have not yet been added (they will be), I have made a few tweaks to the game. First, the level spins around you. Second, the main enemies turn. Third, there is music. Fourth, it all works on iOS (5.0+). Fifth, on desktop, fullscreen and gamepad are supported (where available for use).

     

    Still left to add are new enemies, levels, and powerups that take you through the cycle of the player actually powering up.

  4. Hey all,

     

    I'm not really an artist, so I'm interested in getting a decent pixel art artist and animator who can help create some memorable, authentic arcade-style games for the browser. Those who feel they would specialize in 80's and 90's graphics for arcade games would be great. I have produced several games in the past programming in C++ and C for Windows and Mac, and the past 2-3 years have moved my career and game programming hobby towards the web. I've even posted my game Huoli Arcade on the forum, and my work in progress Hex-GS.

     

    Nothing that pays, just a fun collaboration for those interested - maybe we can bring the real arcade style back to the web. Contact me at marc.marta@brooklyncodebits.com.

  5. BREAKING NEWS!!!!!!!!

     

    I was able to get rudimentary iCade support on this (and WebcadeJS in general, the library I created for use in my games) in the game.

     

    To try it: Load the game in an iPad browser. Tap the screen once, and then you can start using iCade. It shows an overlay, but I'm going to see if I can do better with this.

     

    It's currently deactivated, but it does work. I just hate the stupid form assistant popping up - it has no business being there.

  6. Unlike others here, I think if you're looking to target just iOS, dual thumb controls would be pretty cool. How I would do it is to stretch the screen to fit your browser window virtually - I actually don't see an issue with this if you really want to try it.

     

    I agree about older android OS versions with multitouch issues though.

  7. Hex-GS IS COMPLETE! - http://www.newyorkcodebits.com/webapp/hex-gs/

     

    Hey guys, got another one for you. Since Huoli Arcade, I've wanted to create a game variation of my all time favorite, Gyruss.

     

    Enter Hex-GS. It's going to be a similar styled 80's tube/gyro shooter from the arcades, but I'm adding some twists. For starters, you will be able to power up your Hexfighter with a dual shot, and then a rotater/spreader-dual shot. Second, you have the ability to grapple to the other side of the tube surface with a button. To top it off, like the NES/Famicom Disk port of Gyruss, you will be able to select whether you will control in the traditional arcade style, or with a simpler rotate/spin control. All of these features have already been implemented in the code and are working well - though you can't use them yet unless you hack a little in the JS console, as the running demo is arcade style controls, with only the single shot.

     

    hex-gs-screenshot.png

     

    You can try a demo of the basic game system I have developed so far. All you can really do here is control the player - no enemies or anything yet.

     

    The game is to be VERY mobile/tablet friendly with touch controls, as well as desktop based with a keyboard or gamepad/joystick for supported browsers like Chrome and Nightly Firefox. It's also is using my WebcadeJS library, which I hope hardcore programmers can eventually adopt.

     

    Controls:

    Desktop/Laptop:

    Arrow Keys/Gamepad/Joystick: Move

    Space Key/Button 1: Fire

    Alt Key/Button 2: Grapple to other side

     

    Mobile/Tablet:

    Touch one finger: Move & Fire

    Touch two fingers: Grapple to other side

  8. Hey this game looks great to add into my company's application called "Toon Goggles."  We are the leading children's video streaming application with kids content, and we are just about to launch a games section this June.  We are partnered with many large companies such as SONY, Barnes & Noble, SHARP, Panasonic, and pre-loaded on most children's android tablets.

     

    I would like to add your game to our application on a non-exclusive basis to earn money through revenue share based off advertisements we will have.  

     

    Please send me an e-mail at:  

     

    jordan@toongoggles.com

     

    We can discuss more there but I think it would be a perfect fit!

     

    Best,

    Jordan

     

    Thanks Jordan, you have an email.

  9. Ezelia, there are libraries and engines all over the place for all sorts of languages. Programmers can use these libraries that do different things. Yet libraries continue to pop up based on different people's needs and requirements. Please don't invalidate what I'm trying to accomplish here - I'm NOT looking to make another engine that does all the work for you, such as scenes, labels, game objects, physics and other things.

     

    I'm creating a lean library that's very dirty for programmers who like writing their own code. My objective is to take some of the browser-based boilerplate out of setting up the system, and giving the programmer the raw stuff in a quicker way with a few added features. I was doing some game programming in C and Allegro/SDL before moving to JavaScript, and I wanted to replicate that experience for engineers who prefer things to be a bit more raw, but want to bypass the cross-browser problems and get immediate access to what HTML5 APIs they'll ultimately be using. I haven't seen much about people using the WIP Gamepad API either, so this could be useful too.

     

    I've also developed two different ways to run the loop - a more standard way that uses frameskipping if necessary, and something I like to call SmartRate. Some work better on certain platforms than others - for instance, at 60FPS, IE seems to play more nicely with SmartRate, but Safari might be better suited to the standard loop.

     

    There are plenty of options that I feel that I can expand on here - I'm glad to be working on this too.

  10. So, hello to everyone, I'm new here. I found this site, and figured it would be a great place to talk about what I'm trying to create.

     

    So, after developing my first game in HTML5/JS, I found too much boilerplate that I didn't like, as I'm sure we all have. The game is called Huoli Arcade. and it's a revised game I originally wrote in C about 1.5 years ago. You can check it out here:

     

    http://www.brooklyncodebits.com/index.php/software-games/158-huoli-arcade-2013-version

     

    After I was finished, I was (and still am) eager to start work on another arcade shoot em up game. However, I couldn't help but think that things would be easier to develop with (for me) if things were a little more down and dirty. Things like if the loop wasn't so annoying to create (unlike a simple do/while and vsync), or some of the time-eating scope lookup that JS has, or creating a nice fullscreen effect, or getting straight data from input without having to always rel on the even handlers, and other problems.

     

    Well, I started on a solution that gives a little more of a traditional game-programming feel. I'm calling it WebcadeJS, and it's specifically for 2D games. It will ease a lot of nonsense off the markup, but will still retain much of how you use the very direct HTML5-JS API. Working on it pretty well, and I'm hoping that maybe some people would also find it useful, too.

     

    It will handle:

    Page Setup

    Game Loop

    Display/Canvas (including fullscreen and stretched fullscreen modes, canvas & context will be direct HTML5/JS access)

    Input (Keyboard, Mouse, Touch and Joystick)

    Audio (via Audio element only as of right now, will be direct HTML5/JS access)

    Video (will be direct HTML5/JS access)

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