Diablo in JavaScript
31–40 of 116 posts
Re: Diablo in JavaScript
#32Not a commentary on this project per se, but I can't help but think when I see "X in javascript" voted up that the implicit frame is: "isn't it impressive what you can do in javascript now?" But if you flip that statement on its head, the equivalent is "The web has finally caught up with what we could do on a 1997 desktop!"
To keep on rolling and flip the statement again, it seems closer to "look, I can build Tetris on my wristwatch": in order to make your statement, you have to ignore the state of a web browser running on a 1997 vintage desktop.
Re: Diablo in JavaScript
#33Earlier quoted context omitted.
It's not hate. It's pointing out that it's not Diablo in JavaScript.
It's possible to point that out without being a total jerk.
Re: Diablo in JavaScript
#34Not a commentary on this project per se, but I can't help but think when I see "X in javascript" voted up that the implicit frame is: "isn't it impressive what you can do in javascript now?" But if you flip that statement on its head, the equivalent is "The web has finally caught up with what we could do on a 1997 desktop!"
Re: Diablo in JavaScript
#35Cool, I guess. No instructions what-so-ever. Can we get some documentation on keys to use?
It appears to be Chrome only which might explain your problem with controls... Edit: Yes, I did only test in Firefox and Chrome. According to the comments below, it appears to work for modern browsers except Firefox.
I can't understand this - in 2013, how on earth do you break mouse events in JavaScript? We've had events like onmousedown working reliably across browser implementations for a decade or more, what on earth is going on?
Re: Diablo in JavaScript
#36And I know people will complain about how "we were doing this kind of stuff in the 90s", but I still think it's quite an accomplishment given that it's programmed at a much higher-level of abstraction than the original Diablo (which was C and some machine code).
But I still think it's stupid to have games in the browser. The browser does not take full advantage of the hardware - it shouldn't, it's made for content and information. Its priorities are security (sandbox) and accessibility.
So it's gonna be a while before we'll see games - that require lots of raw machine code processing - in the browser. Because in principle, if browsers give accessible raw processing power, they'll suffer on security. And it's proven really hard to have the best of the both worlds, otherwise today we would have mainstream cutting-edge graphic games available in the browser.
And we don't, we have 90s games.
Re: Diablo in JavaScript
#37Can't move in Firefox 18. What is so out of date with Firefox that this cannot work? I see more and more of these demos flat out not working in FF, but work fine in Chrome. What is the explanation?
Re: Diablo in JavaScript
#38Earlier quoted context omitted.
It's possible to point that out without being a total jerk.
I didn't get the feeling that aw3c2 was being a jerk. The demo really does use sprites ripped from Diablo and it's in alpha quality. I could neither move nor attack, all I could do is watch that first monster attack me and wait while it completely depleted my health, at which point I did not die but just continued to stand there. Tested on FF 18.
Re: Diablo in JavaScript
#39Earlier quoted context omitted.
It's not hate. It's pointing out that it's not Diablo in JavaScript.
It's possible to point that out without being a total jerk.
OT: Gamers tend not to have a lot in between hatred and love to begin with, and if you're at all familiar with the current Diablo community, well, Diablo 3 hasn't brought out the most civil side of the fans.