is it really B&W? was that a stylistic choice only, or are there some performance benefits? some of the artwork reminds me a lot of Yellow Submarine stuff.
Full black and white, yes. My original reason was that I'm not at all good at working with color, and especially not creating colored sprites. By sticking with black and white I could easily draw images with my tablet and modify them pixel by pixel to look sharp. I eventually came to like the look, so I suppose it's also stylistic. It wasn't intentionally done for any sort of performance reason, but oddly enough, it…
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
#12Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#13Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#14Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#15is it really B&W? was that a stylistic choice only, or are there some performance benefits? some of the artwork reminds me a lot of Yellow Submarine stuff.
Full black and white, yes. My original reason was that I'm not at all good at working with color, and especially not creating colored sprites. By sticking with black and white I could easily draw images with my tablet and modify them pixel by pixel to look sharp. I eventually came to like the look, so I suppose it's also stylistic. It wasn't intentionally done for any sort of performance reason, but oddly enough, it…
You could present color in a future sequel or expansion and even use it as a plot device.
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#16Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#17Knowing 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?
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#18Knowing 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?
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 planning on doing a 2D game, javascript is a great language. Flash would still be "best" at this point in time due to all the support and speed at which you can create something, but, in a way, the problem solving and brain wracking is what makes development fun.
Unity's something I've been looking into for a while now, so it's a possibility for future projects.
The OS X issues have been screwing me over inside of outside of the browser. Performance dropped like a rock after Snow Leopard, so the real question is whether or not I'll continue using OS X.
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#19is it really B&W? was that a stylistic choice only, or are there some performance benefits? some of the artwork reminds me a lot of Yellow Submarine stuff.
Full black and white, yes. My original reason was that I'm not at all good at working with color, and especially not creating colored sprites. By sticking with black and white I could easily draw images with my tablet and modify them pixel by pixel to look sharp. I eventually came to like the look, so I suppose it's also stylistic. It wasn't intentionally done for any sort of performance reason, but oddly enough, it…