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Show HN: I've been making one HTML5 game per week. Here's my 10th game

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Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#111
post #74

Earlier quoted context omitted.

But one of them doesn't say it's required. I can finish a level in Sonic without collecting all the rings, even though rings are a good thing.

The "coins are good" part doesn't imply that it's required, but the "take them" part does.

Simply add "all" and it will be fine:

"Coins are good, take them all"

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#113

Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…

Thanks, I love feedback! You make some interesting points. About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this. Gravity could definitely be better. I'll look at Cave Story then. I have only 5 short levels, so adding checkpoint will make the game too easy I think.

I developed a couple of small demo games and one huge one (3-month project) with HTML5 and browser behavior is often lacking performance-wise, especially on Linux and mobile devices. I decided to limit myself to mouse controls only and slower games like turn based strategies or similar.

I have plans to make a faster 2D paced game this year and I'll go back to desktop and SDL for it. Especially since the SDL author joined Valve in 2012 and development pace has picked up again. Looking forward to run in on my Linux Desktop, Windows, Mac and a Steam Machine. I'm not sure I want to go any more cross-platform than that. Especially since mobile devices are polluted with low quality nickel-and-diming games.

I like your efforts though, keep it up.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#115

Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…

To me, this is an example of the value HN can offer - getting constructive criticism from people with experience. I for one definitely encourage this.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#116
post #38

Earlier quoted context omitted.

Coins? Levels? I can't jump out of the first hole.

Jump first on the left, then from there jump on the right. And you'll discover the hole game!

The first jump was flat out impossible for me on Chrome Version 31.0.1650.26 beta, even in incognito mode. Tried in Firefox and made it easily ...

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#117
post #73

Earlier quoted context omitted.

No, "coins are good" doesn't mean "you must collect all coins." Coins are good in Mario too, but they're not mandatory.

"Take them" is still a direct instruction to take the coins. I wasn't confused.

"Take them" !== "Collect all of the coins to pass the level"

As stated, coins are often optional in other platformers.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#118
post #98

Earlier quoted context omitted.

not to the rest of us.

I don't understand how it could be interpreted as anything other than a direct imperative.

How would you interpret: "Lunch is good, take a lunch break," vs. "Take a lunch break or you will be fired."

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#119
post #90
post #89

Earlier quoted context omitted.

Do you have a video showing off your game? It looks good in the pictures but I'm curious as to how it looks in movement. What are you developing them with?

I don't have a video, but you can play the full game online for free: http://ektomarch.com/panic/panic.html Unity is the best thing I've found for rapid game development. I also use Lua + Löve for a bunch of quick 2D games, but it doesn't run on iOS or Android like Unity does.

Don't know about iOS but it runs on Android:

https://love2d.org/forums/viewforum.php?f=11

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