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ifritgames

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Everything posted by ifritgames

  1. I see your points chg and AzraelTycka, I will try to test it in those directions as well. Thanks!
  2. People can be sad or happy about it, but HTML5 is on the rise for the sole reason that it can even run on your fridge if it can start a browser. My friend has a flatscreen TV what I frequently use to test my games just for the heck of it. Hard to beat such a generic and portable technology on the long run.
  3. So ... it seems that I have asked such a difficult question what no one can answer, or at least point me to the general direction of the answer. Thats encouraging and disheartening at the same time...
  4. Hello all! One of my colleagues pointed out a flaw in the latest game of ours - http://www.html5gamedevs.com/topic/17543-html5-ladybirds/ : When you run the game with firefox, in around every 10 seconds there is a small but noticeable lagspike. I have checked the performance of the animation frames in firefox, and besides the hectic GC behavior, I found huge gaps between browser triggered animation frames: Look at the picture I have included, the part in the red circle is where you experience the framerate drop, and the red arrrow shows the huge gap, while the browser doesnt fire animframes. This doesnt happen in chrome and animation frame processing time is well below 16ms. The game runs with a single requestanimframe loop where update and draw functionalities are bundled together. Any ideas? Thanks in advance.
  5. Ladybugs move as they want yes, that is the basic concept. If you poke them they first try to avoid danger (=you) by speeding up roughly in the direction they are facing, but if you keep pestering them while they are already running, they will change directions randomly as an advanced tactic. This way, with some practice, you can try to control their movement. It still keeps its random nature though, because ladybirds are on the top of the food chain, so they basically dont give a damn about what you want. Luck on your side is a good thing of course, but as all levels measure time, if you are skilled and have a lot of fingers, you can try to speed up the whole thing, and get ahead on the highscore list. So I would say 50% luck and 50% skill, at least thats what came out of our extensive testing process. The ladybird <-> ladybug thing, isnt that one of those where one of them is used in the US and the other one in Britain? I think I have read that somewhere, not 100% sure though. Anyway, the reason I used ladybirds is that I have learnt that word when I was learning english back in the day. Thanks for your comment btw.
  6. Thank you BdR and bruno_ for finding this error, you rock! It was connected to the language settings of the browser, no wonder it evaded our testing so easily. It is now fixed, if you would want to give it another go. Thanks again!
  7. HTML5 Action game for children and adults alike. Poke the ladybirds and guide them to eat plant lice to unlock levels on four difficulty. This is a demo version, the final version has 18 levels including 3 kid mode levels. You can use your facebook login to save your score and compete against other players. It was specifically designed to run on all mobile devices. You can play it on the following link: http://ifritgames.com/lbdemo
  8. This is fun, and looking at the popularity of horror games in these days, the timing is also good for such a game idea. One thought, you can make it real easy with fast movement of the flashlight, almost like you can produce a continuous lightning effect. If thats not intended, you could define a maximum movement speed for the light to prevent this. Ifritgames
  9. Just a quick note: based on feedback, I have changed the ships speed to move around on the screen faster. Say its speed was 2 and now it is 3, for your reference.
  10. Hey thanks! We were thinking about this during development, along the lines of a screen shake or border color flash when a ground object is destroyed, but the testers dropped the idea. I think the reason why they voted against it, is that most of our testers are age 25+, and they found screen shaking more disturbing than fun. They said, that we can only implement it, if players can switch it off. Seeing the lack of support from their side, we went without it for now. In any case I am happy you liked it, and thank you for your comment!
  11. Destroyer Type: Side-scroller, Written in: HTML5 / javascript, Version: 1.0 Destroyer is a retro style side-scrolling bomber with neon colored vector graphics. The player's task is to fight through thirty procedurally generated levels with gradually increasing difficulty, destroying as many ground objects as possible. The first three levels are ship control training and tips, and every level have a minimum score you have to beat to unlock the next one. The game features centrally stored leaderboard with login option and graphic help / tutorial. Icons on the scorebar allow you to race for the champion title, or against your own personal highscore. Click on the image to Play! Changes based on reviewer feedback: - The players ship is faster now. Say its speed was 2 and now it is 3.
  12. Dont be silly, every game concept is worth the effort of finishing if its your creation and you find joy in creating it! Hell, you could just sit at home developing games only for your own joy, showing them to noone, and even that wouldnt be a wasted effort. Back to your game, the idea is nice, lot of parts are missing what would make it a game, but that was expected, as its [WIP]. Go and finish it! You never know, maybe people would like to play it.
  13. Base on CapybaraCreations remark, I have changed the way the game handles login and leaderboard processing. Previously there was a login popup displayed after you won a game for the first time, and the game wanted to save the highscores. Now you have more control over this. The highscore menu only display "show highscores" if you are logged in. Until you are not logged in to the highscore system, it will display "save scores" instead, showing that you have the option to save your scores, but its not happening yet. After you click on save scores, the logon popup is displayed. At the same time I have restricted login to registered users, because the leaderboard api wasnt working for me for guest logons, and now you explicitely choose to save your scores anyhow, in contrast of what we had before, when the popup was displayed for you regardless of what you wanted to do. Ifritgames
  14. I just put it here, that someone from here have reached 252 points. Whoever it was, I want to say one thing: Impressive!
  15. Hey! Before the loading screen came up there was a bit of a wait with black screen (tested with google chrome). If its something your program does, you could include this processing into the loading part. Loading time was a bit long even after the loading screen came up. I like the fox! Cute grafix. I didnt like it jumping though, it felt unnatural. Ifritgames
  16. Extra credits might be the best material I have seen on the web about facing the challenges and avoiding the pitfalls of making games.
  17. I agree with you, this is why its always hard to position game UI and difficulty. Make it too simple, and players might not see the depth, make it understandable only with thinking, and players might not be able to easily grab the ideas behind it. This is why I am so grateful for all your reviews, as they give me the opportunity to see my game through other peoples eyes. Ifritgames P.s.: I have changed the mouse exit behaviour based on your suggestion, it will not be cancelled by movement anymore, only clicks drive it.
  18. About leaving system, well it's a nice idea, but it's not intuitive, I found out that to use it I CANNOT move the mouse, I can press space once and the process will go, however, if I want to use the mouse, I need to HOLD the button to do this. Sometimes when clicking, window will pop up and immediately close, sometimes clicking wont even bring the window. Ah, I understand now, thank you for the clarification. I will think about how to do this better when you try to exit with mouse controls. Possibly fixing it in a way, that even if you move your mouse, the process will not stop. Also the text in the menu was really confusing for me at first, I didnt knew what "Play for score: 16" means, I thought "wtf, shouldn't it say just PLAY or something like this? Can I change this number? No there is no option for it... Oh I get it, if I change the number in the option BELOW, this number will also change, strange...". You see my point right? Try and give this game to a random child who never saw this, and DON'T say a thing about it, see their reactions. You are bringing up the points I myself was thinking about, while I was creating the game! And I have created the kid mode setting for exactly these reasons! So if you give the game to a random child, you switch it to kid mode and the game will not display "Play for score: 16" anymore, but it will display "Play" instead. There are more child friendly changes after setting the game to kid mode, for example you cannot loose and your ball moves with maximum speed all the time, regardless of charges. You can choose from 3 difficulty modes in the settings menu: Kid mode would allow your child to play with the nice colorful balls daddy used to play with, Normal would give you regular difficulty puzzles, and Maximum score would give you the toughest puzzle there is for each amount of balls you set with the number of balls menuoption About playing with 200 balls, why do you assume people will play it like this? You are right, I am guilty of making this assumption, possibly because this is how our team played it. After our testers got through their first few games, they were racing against each other in the highscore table, putting up more and more balls to the screen. Ifritgames
  19. Hey CapybaraCreations, thank you for trying Ball, and for the extensive review as well! - BGM music is good, it's not intrusive, not too loud, seems great - win sound however really scared me - losing sound is too different from other sounds All the sounds and music was made by one of our resident artists, as one package. He especially created them to work together in the game, and I usually dont question our musicians artistic decisions, but I ll pop him a note with your remarks. - not sure if using clay.io is the greatest idea, creating account scares people off Valid point, I will change the games behavior to optionally allow you to save your highscores, and only if you manually choose this option, the clay.io popup will come up. - Tutorial or help, is way tooooo long, no one will read that, I guarantee it. So the representation and style was ok, but you would rather see shorter sentences in the speech bubbles? - Player ball could be a tiny little bit faster, also, it would be nice if player spawned at a centered position You evidently didnt play with more balls, higher speed of the player ball would be a disadvantage there. It really evens out, if you set a small number of balls to destroy, and you have a big screen you might indeed find the players speed too slow. Try the same with 200 balls on screen, and you will realize soon enough that the players speed is sometimes too fast. - the leaving system is really not intuitive, figure another way out of this problem All our testers loved this feature after I implemented it, I was really surprised that you didnt like it. How would you change it? - I have no idea what those letters and numbers near Like button mean First, I didnt know what you mean. I was like, hey didnt you see a like button before? But then it hit me. You have found the secret developer check numbers! You have entered the backdoor of our game, and hacked right into the core where only developers dare to go! I will remove the display of these numbers, better safe then sorry... Thanks again for your extensive report, Ifritgames
  20. Hey Boostk! Thank you for giving Ball a try, and also for your helpful comment. I have built in a simple graphical explanation / tutorial what comes up when you click play for the first time. You can redisplay this explanation later with choosing the help option in the menu. Ifritgames
  21. Ball v5 Type: Puzzle / action, Written in: HTML5 / javascript, Version: 5.0 In Ball you can find light action if you choose to, it even has a kid mode setting, but it can also test your ability to think fast and solve a puzzle while controlling an ever moving ball in real time. You can move the green ball with keys, mouse or touch. You have to collide with other balls to blow them up. If they had higher charge levels than you, your charge will drop, if they had lower or equal, your charge will increase after the collision. If your charge is depleted, the game is lost. The goal is to destroy all the other balls. Play the most recent version here: http://ball.clay.io Changes based on reviewer feedback: - A simple graphical explanation / tutorial comes up when you click play for the first time. You can redisplay this explanation later with choosing the help option in the menu. - When exiting the game with the mouse, moving will not cancel the counter, so it now works in a coherent way over the 3 types of controls: touch, mouse and keys. - Changed the way the game handles login and leaderboard processing, now the players have more control. The highscore menu only displays "show highscores" if you are logged in. Before logging in to the highscore system, it will display "save scores" instead. After you click on save scores, the logon popup is displayed.
  22. I would add sounds and music to the nice grafix. Only together they make up the atmosphere of your game. If you are aiming to sell, you definitely want something catchy. Something what people are coming back to play. Luckily more and more artists join the web in creative communities so this is not hard to achieve. There are even places where you can generate your sounds or music.
  23. ifritgames

    Puzco

    Nice idea! The grafix are simple, but I like the puzzle.
  24. The robots look cool.
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