New Version:
#26 posted by
RickyT33 on 2012/05/08 22:09:27
More Quake textures :)
Improved Fiends (now they have a slashing anim)
Bullets pointing backwards, er, point backwards.
Some new GFXs.
http://rickyt23.com/dudeGame11/
'Nother New Version
#27 posted by
RickyT33 on 2012/05/09 04:06:21
http://rickyt23.com/dudeGame12/
This one has killable, fightable fiends.
Also has corpse-stay for dead fiends.
New Version
#29 posted by
RickyT33 on 2012/05/09 13:41:17
Added blood particles!!!
Minor fixes when restarting after death:
http://rickyt23.com/dudeGame13/
Those flying monsters are genius :p
Here's what I've been working on btw, still not quite ready to put up something playable just yet...
http://www.youtube.com/watch?v=-2b5RJODyMI
Sweet!! Very Nice :)
#31 posted by
RickyT33 on 2012/05/10 04:54:03
Heh - this is my first Javascript project. And really it's the first decent attempt I have made towards coding an action game. Seeing your game made me feel inadequate ;) Still I'm a total n00b to coding sop I shouldn't worry too much I guess....
So are you using Flash CS5 to make it, and Actionscript?
BTW - my first attempt at collision (you can jump on crates - a bit rocky still but functional):
http://rickyt23.com/dudeGame14/
I'm using the Flex SDK and FlashDevelop, a free IDE for it. I don't actually own Flash CS5 itself, which is the reason other than performance that I'm not using Flash vector graphics. :)
And yeah it's all Actionscript, levels are stored as XML.
Heh - I'm Using NP++, GIMP
#34 posted by
RickyT33 on 2012/05/10 06:05:37
And just Javascript. No framework :P
I'm using the context2D library to draw stuff onto a canvas. I'm not using any of the built in effects for HTML5 canvas, I don't know how much faster it is, but I think it's got to be faster than doing what I am doing - using .pngs with transparency for everything. I couldn't get negative scaling to work either so I have had to make separate images for everything facing left and right.
I get the idea of control loops and everything, but it startles me how many iterations I can carry out per frame. I'm sure if I were better at abstraction it would be a lot more efficient. But ATM the blood particle array is uncapped, and it doesn't seem to give any major slowdown. And the more features I add, stuff like collision detection and damage detection, and rendering two different types of animated monster, it hasn't missed a beat yet.
Firebug seems to slow down sometimes, but I'm not sure that that ism't more the fault of Firebug itself. I only ever use Firebug when I get an error, just in the hope of seeing the error message.
Better Collision Detection On Crates (works Well Now)
#35 posted by
RickyT33 on 2012/05/10 06:09:27
No lame monsters on the first life (intentional - nice to see it with just Quake GFX)
5:00am - bad. bed.....
http://rickyt23.com/dudeGame15/
Now The Silly Black Monsters Shoot Green Acid At You.
#36 posted by
RickyT33 on 2012/05/11 04:06:21
Oh And Just To Be A Card
#37 posted by
RickyT33 on 2012/05/11 04:07:59
And because I was experimenting an forgot about it until just now, this version is running at 40FPS instead of 30. 00ps!
#38 posted by
mwh on 2012/05/12 02:25:35
Heh. Doesn't work too well on my phone :-)
I Could Probably Make A Phone Version
#39 posted by
RickyT33 on 2012/05/12 04:05:21
Is it performance or input that is the problem?
Or both?
#40 posted by
mwh on 2012/05/12 13:04:03
Both of both, the canvas is very flickery for some reason, but yeah input is a more severe issue. Android 4 fwiw.