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Show HN: I spent two years working on an HTML5 game. I finally released it

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Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#31
post #23

Demo uploaded to mediafire because I don't want to completely kill my server: http://www.mediafire.com/?hh5x0jcvvkiwd5i I tried to get it out fast and just barely tested it, but it should be stable. The demo has three bosses, ~25 areas, and a good taste of the gameplay. My server seems to be intermittently dying, so Chrome Store link for anybody interested in purchasing (buying through my site would be preferable, th…

Agreed, the cutscenes are way way too long for a demo! The dialogue took forever to change, as well.

(Probably too long for the game, hard to judge.)

For a demo, I think the ideal length would be under 5s, just to show the artistic style. :)

Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#32
post #18
post #12

Knowing what you do now, with the memories of the terrible bugs you had to work through due to Chrome / OSX, would you still choose HTML5 over other cross-platform game engines like Unity?

If javascript could run outside of the browser, I'd use it for everything. Javascript was nothing but pure bliss to work with, but the browsers were hell. Overall I know I'm definitely going to keep making short, simple games with javascript because it's a wonderful tool for the job. Long-term projects are a bit risky due to browser issues, so this'll probably be my last huge game with the language (sadly). If you're…

On the language comments - Have you looked into any higher level languages that compile to JavaScript, such as the newly released TypeScript? It is a superset of JavaScript with static typing and structural types. [Disclaimer: I was a test intern on the TypeScript team.]

You also say this is the last huge game with JS. Why is that?

Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#33
post #23

Demo uploaded to mediafire because I don't want to completely kill my server: http://www.mediafire.com/?hh5x0jcvvkiwd5i I tried to get it out fast and just barely tested it, but it should be stable. The demo has three bosses, ~25 areas, and a good taste of the gameplay. My server seems to be intermittently dying, so Chrome Store link for anybody interested in purchasing (buying through my site would be preferable, th…

awesome, thanks! I'll definitely give it a more complete try soon :) Immediate impression though was that it badly needs some kind of key explanation - so far I've figured out arrow keys, and space or 'x' to fire, but I have no clue if that's everything or if I'm missing something important (like that sign before the save point - can I read it? it looks interact-able, but I can't figure out how).

Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#34
post #18
post #12

Knowing what you do now, with the memories of the terrible bugs you had to work through due to Chrome / OSX, would you still choose HTML5 over other cross-platform game engines like Unity?

If javascript could run outside of the browser, I'd use it for everything. Javascript was nothing but pure bliss to work with, but the browsers were hell. Overall I know I'm definitely going to keep making short, simple games with javascript because it's a wonderful tool for the job. Long-term projects are a bit risky due to browser issues, so this'll probably be my last huge game with the language (sadly). If you're…

I don't know if you've looked at it, but I'm pretty sure Unity allows you to use Javascript.

Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#35
post #29
post #23

Demo uploaded to mediafire because I don't want to completely kill my server: http://www.mediafire.com/?hh5x0jcvvkiwd5i I tried to get it out fast and just barely tested it, but it should be stable. The demo has three bosses, ~25 areas, and a good taste of the gameplay. My server seems to be intermittently dying, so Chrome Store link for anybody interested in purchasing (buying through my site would be preferable, th…

Maybe I'm just impatient, but after the third consecutive cut-scene I just closed the window and uninstalled it. I think you should give the option to the user to skip the cut scenes altogether.

I did originally have the option to skip cutscenes, but removed it.

Is holding X to skip through dialogue not enough? Because I could re-add skipping.

Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#36
post #35
post #29

Earlier quoted context omitted.

Maybe I'm just impatient, but after the third consecutive cut-scene I just closed the window and uninstalled it. I think you should give the option to the user to skip the cut scenes altogether.

I did originally have the option to skip cutscenes, but removed it. Is holding X to skip through dialogue not enough? Because I could re-add skipping.

In a demo it should be skipped by default.

Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#37
Bought a copy. Good stuff. Some feedback:

- get the option to skip cutscenes back in - these octopus dudes come way too close. It is too hard to dodge them. - if you get killed, you should start over in the sub-area you were in, and not the main level.

Re: Show HN: I spent two years working on an HTML5 game. I finally released it

#39
post #35

Earlier quoted context omitted.

I did originally have the option to skip cutscenes, but removed it. Is holding X to skip through dialogue not enough? Because I could re-add skipping.

In a demo it should be skipped by default.

I just re-added the ability to skip cutscenes by hitting Return/Enter.
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