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[Completed] Base Diver


Sammi3
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Hello HTML5 Community,

 

This is my first official game and I've already started looking for publishers. As I'm 18 and still in a boarding school it took longer than I hoped to make it but hopefully this can be the start of something sustainable. This game was made using GameMaker Studio. Feedback would be much appreciated. Screenshots from the devices you used would be amazing since I don't have great access to that many devices.

 

Description

"Move side to side avoiding obstacles as you Base Jump!"

 

Play the game here: https://dl.dropboxusercontent.com/u/107475417/BASE%20DIVER/index.html

 

Screenshot:

 

H2_P2.png

 

If you have any licensing inquiries, contact me at [email protected] , I would love to hear from you.  

 

Regards,

Samuel.

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Hi Samuel,

 

Congratulations on completing your first game, especially having to juggle priorities with school. I like the clear and simple concept and control scheme, which both work very well.

 

I tried your game on a few different devices. As a general comment, it seems the rate of falling is tied to the framerate, which isn't ideal, as the diver falls more slowly on devices that perform less well, giving the player more reaction time  :) . Back on my PC, the diver fell so fast it was almost unfair :)! The performance also seemed to slow as the gameplay went on, perhaps indicative of some kind of memory leak? The devices I tried were:

 

- Samsung Galaxy S4, Android 4.4.2, Chrome.

- Samsung Galaxy S2, Android 4.1.2, Chrome.

- HTC Desire HD, Android 2.3.5, Firefox.

- iPod Touch 5, iOS 7, Safari.

- iPad Air, iOS 7, Chrome.

 

The framerate was best on the S4, and the HTC struggled (as it always does, and not just with games!). The two iOS devices struggled more than I'd normally expect: with my games, normally the Androids struggle more. The game appeared fine on all devices, but on the iPad Air, the game was aligned top left in the browser window, and did not occupy either the full height or full width. I'll try and get a screenshot later. The loading bar extended beyond the edge of the browser window on several devices.

 

Hopefully the framerate and performance issues won't be too hard to diagnose. I had a quick look in the Chrome canvas profiler, but I'm not familiar with WebGL, so couldn't offer any suggestions. Just realised: iOS 7 doesn't have WebGL support, so Safari/Chrome on iOS will be falling back to 2D canvas, which probably explains the unusual performance difference.

 

Best of luck, and look forward to seeing the results!

 

Vince.

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No worries!

 

On the S4, the performance seems more consistent now - it doesn't degrade over time, even after pausing and resuming. Also good news: the game's centered on the iPad Air  :). The framerate on the iPad's very low now, though. I didn't hook the device up to the profiler, but I can actually count the frames, so it may well be in single figures.

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