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Demonition [haxe][openfl]


Ezelia
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Hello community !
 
 
This is our new game, and first try to write a game using Haxe/OpenFL for cross platform compatibility ...
 
Demonition is a smash game where you have to stop demons invasion and preserve angels.
There are many demon races, everyone has its own ability escape... you'll discover them throught the 24 levels.
There is also a survival mode where the only goal is to make the best score.
 
right now, we released the HTML5 version which performs well on new devices but still slow on old ones (openFL HTML5 backend still need some performance tweek IMO)
 
there are still some improvements needed : adding a dashboard, better level calibration, optimise HTML5 performance on old devices
 

Play : http://demonition.ezelia.com/

 
Screenshots
 


demonition-940x408.png
 
 

Demonitions-4screens.jpg 
 
 

 
 

 
 

 
 

Play Demonition : http://demonition.ezelia.com/

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I really like it! Played it on PC and it kind of put me in this trance where I'd just be clicking on things for about 30 minutes. It already feels very rewarding to pop the clouds but I think if you added some more juice, it would be even more appealing. The levels bored me, I think the difficulty isn't ramping up quickly enough there but survival mode is very fun. For me, this is all I would need in the game.

 

I thought the demons that disappear were really fun. There was one demon type that starts flying. It was hard for me to tell, which ones can fly and when they start flying (maybe add some more graphical clues there?). When you clear all demons from the screen, it sometimes takes a few seconds for new ones to appear. If you could remove that wait, I think it would make the game quite a bit more challenging and appealing in general, because there would be no down-time while playing.

 

All in all I'm really liking the game play. The art is nice, too. The demons and angels are really cute! :) Keep it up, this is an awesome project.

 

How are you liking Haxe compared to working with Javascript?

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Hi @Max thank you for your reply and all your suggestions :)

the goal of releasing this HTML5 preview is to collect comments like yours so I can calibrate the game difficulty better.

 

I agree that more animations/fx would be better, and this will be the case on native versions, but on HTML5 I fear that this can slowdown the game on mobile devices, this current version is already slow on some devices I tested on. any way this point is noted and will surely be enhanced :)

 

the flying damon normally appear around level 10/11 (there you'll see how to recognize it :D), but I spawn one on level 2 or 3 just to arouse the curiosity  and make player ask questions like you did here, (the effect is working as expected you can see ;) )

 

as for the time between wave, I'll make it shorter in the next build.

 

thank you for your test, and if you have a mobile device Android/iOS/WP , I'll be interested in your feedback regarding game performance.

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Cool! I tested it on my iPhone 4 and performance was surprisingly good, considering that almost everything runs slow on it. There were still quite a few bumps but that can very well be the fault of iPhone 4 - iOS 7. On my one-year-old iPad it ran really smooth.

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Thank you again for you tests :) I was worry about iPhone 4 as I only tested on iPhone 5, this is great !

and sorry forgot to answer your question about Haxe.

 

I think haxe is a good programming language, but has some problems, the fact that it is community driven makes its strength and weakness (I still can't understand some desisions like not supporting the classic For Loop) ... but it's supposed to cross-compile to different platforms and it does it just fine, this is the strongest point.

Compared to Javascript, I'm usually use TypeScript for games and it hase a close syntax (classes, inheritance ...etc) so it doent make a big difference for me, the real difference is in IDE, I find VisualStudio 2013 just awesome :)

if only OpenFL can provide a better HTML5 backend, it'll be a perfect solution for simple cross-platform games (a Pixi.js backend would be perfect :D ).


 

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The art is awesome but trying this on my iPhone 5s I was getting some wired issues with the ground sprite and maybe the top cloud sprite jumping around the screen and following the devil sprites around... The touch worked fine when I figured out to touch the clouds...I'm going to try this on my PC when I get home.

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Just tested it on my PC and on my iPhone again and both are now working perfectly.  I'm not sure what the issue may have been but I was in a car where sometimes I do drop signal so maybe I hadn't fully downloaded the assets?  idk.  Anyways great game and seems to be working on all my devices.  I love the sounds.

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Well, this is a lot of fun :). I played this on PC (Chrome/Windows 7) and Samsung Galaxy S4 (Chrome/Android 4.4.2), and both worked well. I noticed it's considerably easier to get the sequence bonuses on the mobile device, simply because it's easier to tap quickly than it is to click a mouse, but as this is likely to be a mobile project, that may not be an issue. I also noticed slight occasional slowness on the Galaxy S4, most noticeable when I'd popped 4 or 5 clouds in quick succession and many cloud pieces were flying up; during quieter moments of gameplay things were smooth. Graphics and sound are very appealing - congratulations on your work.

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@Eduardo, thank you for your test :), and yes I know that game performance would be bad on some devices, as I said, the OpenFL HTML5 still need lot of optimisations (hope they'll use Pixi.js for rendering one day) .. about the delay between waves, this will be modified in the next build


@pixelpathos : thank you for your tests and comment :) , the slowness you noticed is due the the number of particles on the screen I think, the renderer is not very optimised as I said above, maybe I'll need to limit the number of simultaneous particles on the screen for HTML5 version.


 

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  • 4 months later...

@Eduardo, thank you for your test :), and yes I know that game performance would be bad on some devices, as I said, the OpenFL HTML5 still need lot of optimisations (hope they'll use Pixi.js for rendering one day) .. about the delay between waves, this will be modified in the next build

@pixelpathos : thank you for your tests and comment :) , the slowness you noticed is due the the number of particles on the screen I think, the renderer is not very optimised as I said above, maybe I'll need to limit the number of simultaneous particles on the screen for HTML5 version.

 

Hey, sorry for bumping this thread, but congratulations! OpenFL uses pixi.js since 1.4 :)

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