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Boogle

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Everything posted by Boogle

  1. That sounds sensible to me. Normally when someone posts their html5 game they are not just wanting to plug their game but also wanting some feedback and will discuss the game. Those only posting Adverts don't contribute much - so if ANY 'HTML5' export game is posted - I would be happy to see admins 'judge' it to see if the user is actively wanting to participate in the community - or simply plugging their game.
  2. Thanks jsc, great feedback. Currently I don't have a way to test on safari. I will have to work on a solution to that (I assume mac needed for the latest versions). iPad attack - all mobile device attacks should be two finger touch - I think that may mean releasing the fingers first on iPad/iPhone? The attack method worked ok on android - but I may need to change the method to either a quick double touch or a button click instead to make it more multi-device friendly. Hopefully the other sound issues and graphics jitter is framework related - Tululoo never had great sound support (I had to force it to accept the .m4a sound format for instance - and I couldn't test the result on safari). Although I just found the problem where the menu sound keeps playing on safari - Somehow I had selected the sound select.wav file as the 2nd Music file. Every other browser would have defaulted to the .ogg file - but because safari doesn't support it, it was playing the select noise instead of the music. Dang I really need a way to test on safari. Music too loud - yeah I should probably turn it down a bit - the music is a bit loud compared to sound effects. Thanks for testing - I am looking at some Phaser tutorials atm and trying to work out if it is worth using MightyEditor or not.
  3. very nice - I was up to the scroll. 2nd time I played I had an undo, sort and convert to advanced all available - but you can never guess when selecting a bunch of tiles could end up exposing an impossible result - so I never used any of them. i.e. I could always make moves... until I couldn't - and can't move = game over, therefore I never use the 'special items'. (I would have expected that instead of game over - it would tell me I had no more moves available but that I can still use my special items - e.g. sort. And the end game logic would be: if No more moves available AND no more special items, then it is game over). Very nice polished game though.
  4. Ok, I don't have a proper title for this game yet. Although it is complete - It could do with some more polish - but not sure it will make it much more marketable. And its my first game release - so I kinda just want to get it out there and start the next 'better' game. Description of your game: You are a Zombie, kill all Goblins and beat your previous scores, 2 game modes available - collect a full grown flower to double your speed.The link to the gameFeedback is welcome - I would be very keen to hear about any bugs/problems with browsers you use. (known issue: no sound on idevices - common problem I believe)Feel free to help with the title of the game. This game grew out of a demo I created. I used Tululoo - a no longer supported HTML5/Canvas game creator. I really like the small engine size (the entire js engine + all my code is < 100kb for this project) - but hate that the community is so dead. For that very reason I will likely switch to Phaser for my next game. For the vast majority of projects a bigger game engine will not be an issue.
  5. I use node.js and socket.io and found them easy to work with. (as long as you have the server access to set it up). Tutorials and working examples would be your best bet on this stuff - find a bunch of them and dig in.
  6. Very nice, I stopped playing at level 11 - Are you planning a high score system/progress score system and achievements to ensure players have goals to work toward. Also, I tried dying multiple times on level 11 to see if the game would end but I just kept coming back to life. Edit: Oh, I pressed the X button and it took me to a list of levels (hadn't seen that before - must be in progress). Also saw a scratch-it game thing and spell selector. Some interesting concepts being put together there.
  7. Very nice. I also checked out your website which I also like - will look forward to seeing your future games. Cheers
  8. Nice 1, got to level 8 with desktop mouse. Finger was getting tired.
  9. Try both and there is no reason not to keep using both! If you are struggling with one but the other is making sense - you know which way to go (while you learn). There are plenty of tutorials and help etc. for both.
  10. I looked into both texture atlas and sprite sheet loading. The latter was FAR easier to implement - so that is what I did. Here is the example again - but this time instead of 300+ images, it only needs to load 5. (I could reduce this further by combining some of the same dimension sprite sets etc. But it is the concept that I wanted to get working for this demo and it works well. http://itmatters.mobi/demo/iso_ss/
  11. Project: Put together an isometric example in Tululoo (HTML5/Canvas). This is a playable game - but without any polish - e.g alerts() for intro+Credits, and Win/Loss message. I provide all source here: http://percsich.hu/tgmforum/index.php?topic=744.0 I do plan on using this to put together a proper game (in fact a series of short games). You can play it here: http://itmatters.mobi/demo/iso/ I really need to introduce a Texture Atlas to load the images (the one major thing missing from Tululoo that I can't easily fix by creating an extension) as this would dramatically increase the load times. (since it is currently loading 300+ tiny sprite images from the server. i.e 300+ server requests. But I am not going to do that as a part of the isometric demo (might be one of the things I work on soon though).
  12. True. I've now also worked out that mobile browsers display much less than resolution of phone. This is not a problem for my app as it scales, but the browser version doesn't scale anymore. I actually intentionally removed that ability once I put in the resize viewport code. Now to have it work how I intended I have to ensure my design allows for the Viewport to resize all the way down to 480x320. Even though most mobiles have much higher resolutions the browser is fixed to a much lower resolution. Your words are true. Neither website will be the final version. I need to build up a showcase of items (much like yourself) and then use the showcase as the main design item in the website... Btw, I did try to keep the html5 browser version small, the entire directory with all images and javascript is only 700kb. But yes compared to the old website, load time is still slow.
  13. Yeah I'm not sure really between them - I think both are not up to scratch - but the HTML5 one is a little rough! mainly because I am not an artist and it needs to be designed properly - plus i have used free art. It would most likely be best to have it as part of a showcase - but I don't yet have enough to put a showcase together. What are your reasons for preferring the older one? Prefer how it looks?
  14. Firstly, Hi - I have been a silent reader for a few weeks - ever since deciding to try my hand at some HTML5/Canvas development. I am traditionally a Desktop software developer (e.g. C#.Net etc) and also server side, e.g. Perl, PHP, Databases etc. I first started by making a few demos, then decided to replace my website with a Canvas version. Phase 1 is complete and live, and you can view it HERE. (Darn, just tried mobile browser and the resize isn't working atm, works OK on desktop and app, will have a look at it once kids are in bed) Some highlights: Uses socket.io to talk with a server and perform the 'Contact Us' Email send.Uses a CanvasInput control to allow the canvas to directly accept Keyboard input.Compiles to Cocoonjs to make a mobile app (Play store link)The Mobile version uses the Cocoonjs native api to open and use the keyboard (the api has a few bugs - took ages to get it half decent - some bugs I can't work around).The app resizes the Viewport bases on resolution, supported resolutions are 960x640 through to 1920x1080.For mobiles, if resolution is beyond the supported resolution - the app scales to fit to ensure it remains full screen.I chose Tululoo to help put this together, although this game maker is no longer supported by its creator - and the community is almost dead - I really like it's simplicity and it is just a Javascript wrapper - so I can add any javascript from anywhere into it and even change the 'seed' engine javascript code.Tululoo forum post (I have also posted other examples here)/
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