Realtime reflections in 2d!
category: code [glöplog]
So, I got really tired of all of these awful HTML games on the web that're just slow and horrendous. And, after sevral drinks thought to myself that there has been all that noise about real-time reflections since Quake 3... whattabout in a 2d game? <sarc> Here is my proof-of-concept, a redo in the spirit of Bignonia (http://pouet.net/groups.php?which=7403) of the klassik 80's game Shamus. Be warned, it's not "done" but after I got the basic features in I got tired of it. Work to do, you know?
http://hoolikon.com/?p=180
http://hoolikon.com/?p=180
Uuuuum. Some first impressions:
- The music starts with a loud *CLICK*.
- The game forgot to mention the controls and what kills you and what doesn't isn't really obvious. I guess it's a remake of a game from an era where gameplay was stupid by design / limitations, so I can let the fact slide that entering a room usually immediately gets you killed because the meanies are directly AT THE DOOR.
- Controls are generally quite strange - it appears your dude wants to stay away from walls in fear of arrows and seems to automatically walk away from them as soon as he can. Downside is that sometimes walkways are so narrow that he keeps bouncing back and forth, usually in the face of a projectile-shooting shuriken passing by.
- The bottom left tile of every level lets you walk through it - just try it in the first room, press LEFT and DOWN and keep walking until you go through the wall. Luckily, enemies can do this too so you'll have no surprise getting bumfucked by a walking linen cupboard popping through a wall.
- The music starts with a loud *CLICK*.
- The game forgot to mention the controls and what kills you and what doesn't isn't really obvious. I guess it's a remake of a game from an era where gameplay was stupid by design / limitations, so I can let the fact slide that entering a room usually immediately gets you killed because the meanies are directly AT THE DOOR.
- Controls are generally quite strange - it appears your dude wants to stay away from walls in fear of arrows and seems to automatically walk away from them as soon as he can. Downside is that sometimes walkways are so narrow that he keeps bouncing back and forth, usually in the face of a projectile-shooting shuriken passing by.
- The bottom left tile of every level lets you walk through it - just try it in the first room, press LEFT and DOWN and keep walking until you go through the wall. Luckily, enemies can do this too so you'll have no surprise getting bumfucked by a walking linen cupboard popping through a wall.
Doesn't work here with Firefox12 beta. Any idea what's wrong?
phi2x: try refreshing a few times, it often only worked for the second time for me.
and the monsters can move thru walls?!?!?!?
FWIW, that's not even a bit like the original Shamus plays.
just got a black screen here on chrome with up to date version. only music is working.
Quote:
You will need a fairly modern browser with a decent video card for this to work, kids:
and the browser jackass festival continues
Here's what everyone said, minus the pleasantries: it's pretty shit, sorry.
Everything seemed to work here ... or so I think. There were some serious issues with edges/collisiondetection and after playing 20-30 seconds, the browser just crashed and shut down.
Looks as if it still needs some work on that. Music is nice but as Gargaj pointed out, starts with a click that tests your painlevel to a serious degree when wearing headphones.
Looks as if it still needs some work on that. Music is nice but as Gargaj pointed out, starts with a click that tests your painlevel to a serious degree when wearing headphones.
nice job!
Aye, this is why serious game work is useless in browsers still... too many possible oddity. The audio click is weird, I imagine it got ogged wrong. Yeah, it's not the same but I couldn't make the reflections useful if you died against the walls like the original.
'Tay, fixed a buncha stuff you guys mentioned, incl the collision problem. I think the reason the newest browsers aren't working is because all of the intro text and font is stored in an image.. the sandboxing/security functions are probably causing the imageData read to fail. All of these sorts of functions in the canvas zone are generally broken on half of the browsers anyway. This is why it will be quite a while before WebGL ever gets anywhere.
Cool game, nice reflections and music.
Quote:
this is why serious game work is useless in browsers still
Or maybe it's the fact that you need a fairly modern browser with a decent video card in order to play a game that would have seemed primitive in the early 80s? :P