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Show HN: Play the game I'm developing directly on its website

athenacrisis.com

61–70 of 95 posts

Re: Show HN: Play the game I'm developing directly on its website

#62

Firefox, Windows 11 on a fairly modern computer. * I don't know what to do when all my units have played. Is there a next turn button ? * The info/goal/next unit buttons are fixed to the page and doesn't feel linked to the game itself, making them easily confused for page navigation instead of game element. * I have trouble distinguishing between the background and the active units. Perhaps make the background slight…

The end turn button is on the right bottom! Sorry that's not more clear right now – I opted for no distractions before starting to play.

Re: Show HN: Play the game I'm developing directly on its website

#63
post #46

I just watched parts of your "How Not to Build a Video Game" talk and I am blown away. I have not seen anyone build a game at this level with css. Do you know of any other games that take this approach? If you were doing this again would you choose a 2d game rendering engine that uses canvas like phaser or pixi.js? I'm curious as well about speed and loading times, if there really is a noticeable benefit over using c…

There is a section on WebGameDev, an awesome resource for building games with web technologies: https://www.webgamedev.com/games-demos#dom-based-games

There are only a few crazy folks like us right now

I became a lot more pragmatic, so next time I'd probably start with a game engine that uses WebGPU/WebGL. You get so much value from the DOM and CSS, but it's also really not meant for building such interactive experiences like I want to. It works kinda ok for a turn based strategy game, but likely breaks down for some more involved games.

Re: Show HN: Play the game I'm developing directly on its website

#64

This is the third time I’ve seen your beautiful game now. So I decided to pull the trigger and buy early access. Unfortunately after filling out the stripe form on iOS Safari the pay button remained gray and I couldn’t checkout. I actually experienced a variety of quirks on mobile while navigating that might require some investigating. Perhaps because it is optimized for Chrome?

Oh that's not good. If that was within the Stripe popup it seems to be a Stripe issue. Did you use a password manager to autofill the input elements? I sometimes run into issues with that on various websites.

The game is primarily optimized for Chrome and Safari, and should definitely work well in both.

Re: Show HN: Play the game I'm developing directly on its website

#65
post #59

Works great for me on Vivaldi on Android and Linux but I couldn't figure out how to end my turn on desktop. There should probably be a help dialog for that when you don't have anything left to do.

I opted to just throw people in without lengthy explanations. The end turn button is on the right bottom of the window.

Re: Show HN: Play the game I'm developing directly on its website

#66

AthenaNovo.woff2 is actually a font called Johto [1]. Not sure why the file name change, but looks a bit fishy. [1] https://www.myfonts.com/collections/johto-font-superpencil

The font was designed by my friend Pascal. I bought it from him, made some very minor modifications, and renamed the file. The name was his idea!

Re: Show HN: Play the game I'm developing directly on its website

#67
post #58
post #7

Earlier quoted context omitted.

Advance Wars is one of my favorite games of all time. Nakazawa Tech, the indie studio I founded, is aiming at recreating games that I loved playing as a kid, and building on top of them with twists and novel ideas.

Check out Wargroove if you like this sort of game

I didn't enjoy Wargroove, which is one reason I'm building Athena Crisis.

Re: Show HN: Play the game I'm developing directly on its website

#69
post #63
post #46

I just watched parts of your "How Not to Build a Video Game" talk and I am blown away. I have not seen anyone build a game at this level with css. Do you know of any other games that take this approach? If you were doing this again would you choose a 2d game rendering engine that uses canvas like phaser or pixi.js? I'm curious as well about speed and loading times, if there really is a noticeable benefit over using c…

There is a section on WebGameDev, an awesome resource for building games with web technologies: https://www.webgamedev.com/games-demos#dom-based-games There are only a few crazy folks like us right now I became a lot more pragmatic, so next time I'd probably start with a game engine that uses WebGPU/WebGL. You get so much value from the DOM and CSS, but it's also really not meant for building such interactive experie…

I'm currently developing a web game and initially I wanted to go the pseudo-3d route with perspective facades and a "stage" feel and lean into the css/svg filters to make it pop. The effect was kinda cool but having to do all the effects bespoke rather than have batteries included from the three ecosystem/playcanvas felt like I mistake and I could already see performance limits, so I also pivoted to webGL and aside from the learning curve I couldn't be happier.
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