Lately, I've been spending a crap-load of time coding in JavaScript, and in spite of its obvious quirks (and haters) very much enjoy it. I'll be interested to see how you managed complexity on such a large code base.
Kudos, man: you shipped.
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Lately, I've been spending a crap-load of time coding in JavaScript, and in spite of its obvious quirks (and haters) very much enjoy it. I'll be interested to see how you managed complexity on such a large code base.
Kudos, man: you shipped.
Earlier quoted context omitted.
this.img.src = this.img.src.replace(/Fish[a-zA-Z0-9]\./, "Fish"+this.direction+".") It looks like this line is executed on every frame for all fish in the level. For Firefox users who have the Ghostery addon installed, this makes things rather slow because every setting of the src property invokes Ghostery to check whether or not it wants to block the image load. Granted, that should be another reason for me to unins…
how did you figure out that this LOC slowed things down?
1. Download Firefox Nightly [1]
2. Install the profiler addon [2]
3. Play the game
4. Press Cmd+Shift+O to open a profile of the most recent few seconds
5. Wade through the tree until you find nsIDOMHTMLImageElement_SetSrc, which is called by () @ CompletedEnemies.js:2460. This function contains only one line which assigns to the src property of an image, and that's the line I pasted.
[0] https://developer.mozilla.org/en-US/docs/Performance/Profili... [1] http://nightly.mozilla.org/ [2] https://addons.mozilla.org/en-us/firefox/addon/gecko-profile...
But for me the problem of browser-based games is just that: they're browser-based, and the browser is just not the environment I like to play in.
I'm not familiar with what's involved in porting this to iOS but if you can, you should definitely consider it.
I love the style and artwork, and if this was an iOS game I would definitely buy it. But for me the problem of browser-based games is just that: they're browser-based, and the browser is just not the environment I like to play in. I'm not familiar with what's involved in porting this to iOS but if you can, you should definitely consider it.
As for an iOS port, it'd be nice, but it's simply not possible without me heavily modifying and diluting the game. Touchscreen controls wouldn't feel comfortable (maybe that's just me) and games of its difficulty and type don't port well. I've played other action-heavy 2D games on iOS, e.g. Dodonpachi, and so much needs to be sacrificed just to make it playable.
If anything, I could maybe attempt an iPad port. There's no way it'd be comfortable on the iPhone, though, and I wouldn't feel right completely killing the difficulty just to make it playable.
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…
Very cool game. I love the art style! I've been working on Ejecta[1] in the past few month. If you want to publish your game on the iPhone/iPad, this could be interesting to you. I'd love to know if (and how well) it works with your game. [1] http://impactjs.com/ejecta
Bug report: In Safari, holding down X makes the level disappear(!) instead of continuing to fire.
Was this the demo or the full version? The last time I tested the full version on Safari (~5 days ago), it ran just fine.
I'll look into it.
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…
Long time indie game developer here; if you're looking to make money from this, you need to have the demo playable directly on your website. A back of the envelope calculation suggests that serving the game even on S3 would cost $2 per 1000 players - much less elsewhere (I use 100tb but that's overkill for you). I don't know if you're keeping track of the conversions - from hit to download and hit to sale - but you s…
Earlier quoted context omitted.
Long time indie game developer here; if you're looking to make money from this, you need to have the demo playable directly on your website. A back of the envelope calculation suggests that serving the game even on S3 would cost $2 per 1000 players - much less elsewhere (I use 100tb but that's overkill for you). I don't know if you're keeping track of the conversions - from hit to download and hit to sale - but you s…
Amazing game. You could easily charge 8-10$ for it. Maybe more with the right marketing. I'm not sure about the cut-scene advice. Yes - I can see you loosing players but It's part of what makes this game feel very retro. Sure, you could tweak it a bit and do the cut scenes a bit shorter. Also you should add an option of skipping the cut-scenes alltogether. I did a replay of the first part and would happilly trade x-x…
Regardless, they should be ruthlessly expunged from the demo. :)
You should host a playable demo on your site!