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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

171–180 of 316 posts

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#172
post #91

Earlier quoted context omitted.

That is fancy. It is actually so beautiful I got emotional.

THE comboy of bitcoinity fame? I'm honored. I remember donating back in the day!

Huh wow, thanks :) I need to make bitcoinity working as stable as airma.sh does. Congrats on the well earned success btw, clearly the game is here to stay.

It would be sweet to be able to change fire from spacebar to something else. Spacebar tends to be big and loud.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#173
That was a lot of fun! One quick request - can the level-up popup not appear square in the middle of the screen? That can be a real problem if you happen to level while you're in the middle of a fight.

One other quick request, now I think of it - can the key event handler pass F11 through? Being able to un-fullscreen would be handy.

Awesome game! I look forward to the writeup on the tech stack and how it's done.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#176
post #156

Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…

To me it seems like Goliath becomes way stronger than any other ship once you have a lot of upgrades. Basically impossible to kill someone playing it safe with a max upgraded Goliath

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#177

Earlier quoted context omitted.

I mean this is nice but it's really not a lesson for web developers. The fact that this is 2.8mb doesn't really teach a web developer any lessons, unless you think that large website payloads exist because developers are literally too lazy or don't know how asset optimization works. Instead, having worked in web development, I know that website payload size is often driven by having to include vendored javascript for…

>unless you think that large website payloads exist because developers are literally too lazy or don't know how asset optimization works. For what it's worth, I do think this. It's easy to just drag another JS library into your code without thinking of how long it's going to take to load.

If you balance pay vs. skill and the rarity of such an incredible web game...things are quite the way they should be. Reality. No one is going to pay an average web developer to care that much because they themselves do not care enough to invest in the talent or the time involved.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#178
post #156

Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…

The prowler can be very useful in CTF. Nevertheless, I think it should be faster when its not cloaked ;-)

Actually I think all aircrafts could use a a little bit more speed.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#179
Needs error handling for unsupported browsers, which seems to be anything other than bleeding edge latest browser version. Can't get past "enter name", it just sits there doing nothing. I prefer to hold off on bleeding edge browser versions because backwards compatibility is a good thing to test for.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#180

Earlier quoted context omitted.

Admittedly mobile was a bit of an afterthought and I only tested it on 4 devices. What device are you using?

iOS 8.1.2 model A1532. I don't upgrade because it will slow down my phone. Probably not worth supporting. :) Adding new features and figuring out ways to keep people playing might be much more worth your time.

It says, right on the mobile mode interstitial, that it "requires the latest mobile/tablet hardware." And yet, you seem surprised when it doesn't work on older hardware?
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