Chribbe Posted November 13, 2013 Share Posted November 13, 2013 Hi! We just released our latest webgl game / demo. It's called "Kid Disco" and is a music driven platformer. It uses Three.js (webgl) for rendering and chipmunkJS for the physics. It runs best in Chrome but should also work in latest FF, IE11 and Safari. Have fun! http://www.asmallgame.com/kiddisco dave 1 Quote Link to comment Share on other sites More sharing options...
rich Posted November 13, 2013 Share Posted November 13, 2013 Lovely stuff Having just one-life was a bit mean but it looked and sounded great. Quote Link to comment Share on other sites More sharing options...
benny! Posted November 13, 2013 Share Posted November 13, 2013 Pure awesomeness. The sound and look are fantastic. You should add some respawn points though. Quote Link to comment Share on other sites More sharing options...
rich Posted November 13, 2013 Share Posted November 13, 2013 I second that. I played it, got quite a nice way through, died and had no interest in playing again as I didn't want to redo the stuff I'd already seen. Even so, it was fun for that first play through Quote Link to comment Share on other sites More sharing options...
dreta Posted November 13, 2013 Share Posted November 13, 2013 Looks great, plays horribly. The jump is awkward, the character floats too much and there's no controllable jump height, meaning that you have to stop the character in the air when jumping over short gaps. The game doesn't register jumps when the character is near the edge of a platform, this is awful. There should be a leeway as to when you can perform the jump; it should be possible even a slight amount of time after leaving a platform. This is important in 2D platformers in general, but here it's MUCH more important because everything is 3D and the camera's angled. Additionally the character has a massive head and tiny body, you won't be looking at the character directly when playing, you'll be looking ahead, so with the corner of your eye you'll register the head as the width of the character and that should be the basis of whether the character is still on a platform or not. This is just another WebGL demo for this reason. Games require polish and strong core mechanics, a cool idea or graphics won't carry a game. Quote Link to comment Share on other sites More sharing options...
Chribbe Posted November 13, 2013 Author Share Posted November 13, 2013 Thanks! Happy that you liked it! Pure awesomeness. The sound and look are fantastic. You should add some respawn points though. I agree, It is quite mean with no spawnpoints, luckily the game isn't very long either Looks great, plays horribly. The jump is awkward, the character floats too much and there's no controllable jump height, meaning that you have to stop the character in the air when jumping over short gaps. The game doesn't register jumps when the character is near the edge of a platform, this is awful. There should be a leeway as to when you can perform the jump; it should be possible even a slight amount of time after leaving a platform. This is important in 2D platformers in general, but here it's MUCH more important because everything is 3D and the camera's angled. Additionally the character has a massive head and tiny body, you won't be looking at the character directly when playing, you'll be looking ahead, so with the corner of your eye you'll register the head as the width of the character and that should be the basis of whether the character is still on a platform or not. This is just another WebGL demo for this reason. Games require polish and strong core mechanics, a cool idea or graphics won't carry a game. It is actually just another webGL demo This is the test project we did while working on the engine and testing workflow things out. So we pretty much left out everything worth calling game mechanics to focus on the technical stuff and the visuals in this demo. Now the engine is pretty much done and we're getting ready to make some real games using it. Thank's for the nice hints about the platform controls. Hadn't thought about how the characters big head/small body affects how you read it's position. Interesting! Quote Link to comment Share on other sites More sharing options...
dreta Posted November 14, 2013 Share Posted November 14, 2013 Cool Good luck with your future projects! Quote Link to comment Share on other sites More sharing options...
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