Boris van Schooten Posted August 10, 2014 Share Posted August 10, 2014 Super Pyro Runner is an open source endless runner with emphasis on shooting (yeah!). It started as a tile engine test for my new 2D game engine/framework jgame.js, but it got a little out of hand. This is also my first source release of jgame.js, which is a revised port of JGame. Note that most of the game's graphics are procedurally generated. Play the game here. Get the Android version on Google Play (based on gles.js). Get the source here. UPDATE: it's now on the Ouya appstore as well. Quote Link to comment Share on other sites More sharing options...
cheesepencil Posted August 11, 2014 Share Posted August 11, 2014 It's fun! Sound doesn't turn off when i turn it off in options...Music toggle in options does nothing... otherwise, pretty trippy game! Quote Link to comment Share on other sites More sharing options...
Boris van Schooten Posted August 11, 2014 Author Share Posted August 11, 2014 Hi @cheesepencil, Thanks for the feedback! Could you tell me what browser + version you are using? Quote Link to comment Share on other sites More sharing options...
MesmerismJS Posted August 11, 2014 Share Posted August 11, 2014 Game looks cool but I had hard time understanding how the fire works ! And anyway is a bit hard to control it. But game runs smooth. I've been looking your links, and I cannot find anywhere how gles.js can be used for our own projects. I would like to do some tests with my games to compare the performance with CocoonJS (the wrapper i'm using right now). Quote Link to comment Share on other sites More sharing options...
Boris van Schooten Posted August 15, 2014 Author Share Posted August 15, 2014 @cheesepencil: I fixed the music toggle bug. Thanks again for reporting it! I could not reproduce the sound toggle bug though. @MesmerismJS: Thanks for the feedback! I am using conventional controls. What controls do you refer to: mouse, multitouch, or gamepad? Do you have a suggestion for improvement? About gles.js: It's not been released yet. I want to fix some small things, so that it's actually useful to others. In particular support for phaser style bitmap fonts. What toolkit are you using? Quote Link to comment Share on other sites More sharing options...
BdR Posted August 17, 2014 Share Posted August 17, 2014 The Android app runs remarkebly smooth on my phone, no slowdown as far as I can tell. But if I understand correctly this is not a "packaged html app" (like cocoonjs, phonegap, crosswalk). Instead the JGame source files can run as HTML/js but it can also be compiled in Eclipse and that is why it runs so smooth. Is that correct? Quote Link to comment Share on other sites More sharing options...
Boris van Schooten Posted August 22, 2014 Author Share Posted August 22, 2014 @BdR, It's not compiled no, though that is my approach in the original JGame project. It uses my homebrew HTML5 renderer gles.js, which I developed with the goal of being smaller, faster, and smoother than the usual renderers. So far, it's done a pretty good job. This renderer is not yet available to the public but I hope to release it next week, as I will have more time to add stuff like docs appropriate to the target audience. Quote Link to comment Share on other sites More sharing options...
BdR Posted August 25, 2014 Share Posted August 25, 2014 You mean you developed your own html wrapper/js interpreter for Android? That's impressive, when you release it I'll be sure to check it out. Quote Link to comment Share on other sites More sharing options...
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