To continue on the side note, I agree with Acharis. Even though I didn't know enough HTML5 to prove anything, I would say that if you want to make games, using a game engine is the quickest way, because game engine are built for this exact purpose. (If you want speed you can also learn C++ and make your own game from scratch, but your development speed will likely decrease. A lot :) )
But, I guess if it's quick little game, html5 would work (and also if you are starting, it's maybe easier, maybe?). But don't expect to redo the new-york jungle from Crysis :D
Looking for criticism for my game, harsh is okay to
I was a bit confused by the intro screen but game appears solid to me. Pretty good work and very smooth.
CPU was at 100% however could you try some frame limiting features?
Are you using window.requestAnimationFrame or plain callbacks?
Previously "Krohm"
I really liked the game, although a tad straining to the eyes, it really has potential.
May I come with a few suggestions?
WASD - why does no one make support for both arrow keys and WASD-keys? I never play with the arrow keys using my right hand.
In the countdown to start playing, you are suddenly thrown into the action of the game. Maybe it would be better to have the game start, but have the countdown till the action starts instead, to prepare the player.
The next one, I am not so sure about, but why do you move such a massive amount for each click? Since your movement is locked to boundaries, you assume that you will stay clear of the object that is coming towards you, but end up barely touching it, going kabloom since the objects that are coming towards you is not locked to the same grid as you. Maybe it would be better to move more smoothly? If it is done to make it more difficult, I feel it would be more fair to have normal movement.
I constantly have the feeling of wanting to move towards the center of the screen. Is there a reason you are not allowed to do that?
It is hard to read some of the letters in the text, especially with static underneath.
Lots of "criticism", I know, but I did actually enjoy playing the game.
I really liked the game, although a tad straining to the eyes, it really has potential.
May I come with a few suggestions?
WASD - why does no one make support for both arrow keys and WASD-keys? I never play with the arrow keys using my right hand.
In the countdown to start playing, you are suddenly thrown into the action of the game. Maybe it would be better to have the game start, but have the countdown till the action starts instead, to prepare the player.
The next one, I am not so sure about, but why do you move such a massive amount for each click? Since your movement is locked to boundaries, you assume that you will stay clear of the object that is coming towards you, but end up barely touching it, going kabloom since the objects that are coming towards you is not locked to the same grid as you. Maybe it would be better to move more smoothly? If it is done to make it more difficult, I feel it would be more fair to have normal movement.
I constantly have the feeling of wanting to move towards the center of the screen. Is there a reason you are not allowed to do that?
It is hard to read some of the letters in the text, especially with static underneath.
Lots of "criticism", I know, but I did actually enjoy playing the game.
I appreciate the criticism. :-)
With that said, adding support for 'WASD' wouldn't be hard at all. I wasn't thinking with that. If it give the player more options to do what they feel is more comfortable within the bounds of the game though, I'm all for it.
I've had a couple of comments about being able to move horizontally as well as vertically. I originally left it to horizontal because my thought process was to make the game harder and to keep focus on the squares. Thinking it through though, I see no reason why allowing horizontal movement would decrease game play. In fact, the more I think about it, it might make it more difficult? Just a guess. I'll have to put it in and see what happens. Designing touch controls around that might be cumbersome though. I've never really seen a game with touch controls and 8 way movement that wasn't a pain. I don't know if a good control scheme exists because of the lack of tactile feedback for that. Might be best just to dump touch controls altogether? Just a thought.
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@Krohm I'm not sure why CPU usage jumped to 50%. The game does try and achieve 60 FPS constant. That might be it. It doesn't jump that high on my system but it is higher than I would have expected. I attributed it to the JS. I am possibly wrong on that though.
I'm on the second page now and can;t see the screen name for the person that explained HTML 5 better in terms of performance (I'm bad with names), but thank you again. I'll eventually move to other languages. Right now I'm just using it to learn the basics of game design stuff. I'm dabbling in C++ with school stuff, java, VB, and a tiny bit of Python. I'm very much a student at this point so anything goes. I'm only laying the foundations right now.
Again, I thank everyone for their feedback. I really appreciate it! This really is an excellent community and I appreciate that people are willing to give honest feedback.
Depending on how it's written, I would think your game should work just fine with HTML5, as it shouldn't be doing anything computationally intensive.
(That said, if you find yourself doing a lot of optimizations just to get the framerate acceptable, maybe you're better off with a different language/engine/codebase)
The upside of HTML5 over Unity or Flash is that no plugin is required. It's not a huge deal, but you'd be surprised by how many people will hit the back button on their browser when they encounter a prompt to install the latest version of Flash or Unity Player.
In theory. In practice, how many people who like playing online arcade games do not have Flash installed already? :)
but you'd be surprised by how many people will hit the back button on their browser when they encounter a prompt to install the latest version of Flash or Unity Player.
(althrough, I have heard some whinning of Flash players who were refusing installing Unity3D, but really, since Kongregate fully supports and promotes Unity3D games I is hard for me to believe those are players worth fighting for)
Tip: do not care about general population, care only about the tiny part of the population who already likes playing the kind of games you are making.
Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube
The main gameplay is fine,but please consider fixing 2 things:
#1 GUI. It is very convoluted and distracting. I clicked on the Instructions button and then it took me to a screen were it was only a blurry mess. Like you took a 64x64 image file and upscaled it to cover my big 1080p screen. Well if you did that,know that upscaling digital images blur them. It wasn't readable.
#2 Voice Over ? I heard a voice when I 'died' but the recording was so bad quality I didn't understand if it meant anything. It was like a mumble,not an actual word.
The main gameplay is fine,but please consider fixing 2 things:
#1 GUI. It is very convoluted and distracting. I clicked on the Instructions button and then it took me to a screen were it was only a blurry mess. Like you took a 64x64 image file and upscaled it to cover my big 1080p screen. Well if you did that,know that upscaling digital images blur them. It wasn't readable.
#2 Voice Over ? I heard a voice when I 'died' but the recording was so bad quality I didn't understand if it meant anything. It was like a mumble,not an actual word.
Interesting feedback. I never took into consideration 1080P or higher resolutions. My laptop only runs native at 720P. My goal was to keep texture size down. With that said though, it's not exactly a mobile first game. I'll have to run it on my projector and see how it looks and figure something out from there. It is a lower res image so I can see where the browser upscaling it can cause issues. Thanks for the heads up!
The recorded sounds are admittedly bad. I'm using Audacity and my laptops built in mic. I knew those wouldn't be so great from the start but my options with that are limited. I'm still investigating ways to make is better. I'm not much of a sound engineer though and it's not my main focus so I'm going to have to get creative. I knew that would probably be one of my weakest points of the game from the start.
It wasn't 50%. It was 100%. But to be honest, I have 3 cpus in my system so your total CPU% in somewhere about 33-37%.
@Krohm I'm not sure why CPU usage jumped to 50%. The game does try and achieve 60 FPS constant. That might be it. It doesn't jump that high on my system but it is higher than I would have expected. I attributed it to the JS. I am possibly wrong on that though.
It's still a lot. I suggest to try dropping to 45 fps.
Previously "Krohm"
It wasn't 50%. It was 100%. But to be honest, I have 3 cpus in my system so your total CPU% in somewhere about 33-37%.
@Krohm I'm not sure why CPU usage jumped to 50%. The game does try and achieve 60 FPS constant. That might be it. It doesn't jump that high on my system but it is higher than I would have expected. I attributed it to the JS. I am possibly wrong on that though.It's still a lot. I suggest to try dropping to 45 fps.
My bad. I meant %100 when I wrote that and understood what you meant. I didn't mean to minimize the impact.