Bomberman massively multiplayer in HTML5
121–130 of 211 posts
Re: Bomberman massively multiplayer in HTML5
#122I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
HTML5 just needs a better sound API (e.g., programmatic playback, midi) so that we can make better games/apps. Many games just fall back to Flash for their sound.
Re: Bomberman massively multiplayer in HTML5
#123I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box). With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've co…
Re: Bomberman massively multiplayer in HTML5
#124Earlier quoted context omitted.
HTML5 just needs a better sound API (e.g., programmatic playback, midi) so that we can make better games/apps. Many games just fall back to Flash for their sound.
I'll just leave this here. https://www.google.com/search?q=html5+midi
The timing is awful in a lot of cases which makes it pretty much unusable for anything but maybe background tracks. I've had audio clips that had to be played in a 50ms time frame fail to play back a third of the time on occasion.
I'd rather have no sound than buggy sound.
Re: Bomberman massively multiplayer in HTML5
#125I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
Re: Bomberman massively multiplayer in HTML5
#126Earlier quoted context omitted.
Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box). With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've co…
A 100Mhz Pentium in 1992? More like a 25Mhz 486 if you were lucky, my friend made it run on a 286. And you'd get about 15fps, wolf3d used to give people brutal motion sickness. Wolf3D is also an interesting example because the rendering is done in software (so your high powered HD video card doesn't help at all) and I guess a lot of development time was spent writing asm routines/hacks to take shortcuts with the nece…
They are, just as they're active on mobile platforms - EA, Epic and Square-Enix are notable examples. But they don't bother with AAA games (much as they like to pretend they are and attach them to those franchises), instead they target the casual player, that spends up to half an hour on a game per time, and/or that gets addicted to addicting games (w/ microtransactions). And the formula works for them; low development cost (5 - 10 dev team), high returns. Epic's Infinity Blade (and sequel) are the highest grossing games (in terms of development cost versus returns) of all time, at least, for Epic.
Re: Bomberman massively multiplayer in HTML5
#127Earlier quoted context omitted.
HTML5 just needs a better sound API (e.g., programmatic playback, midi) so that we can make better games/apps. Many games just fall back to Flash for their sound.
I'll just leave this here. https://www.google.com/search?q=html5+midi
Re: Bomberman massively multiplayer in HTML5
#128I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box). With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've co…
Re: Bomberman massively multiplayer in HTML5
#129Earlier quoted context omitted.
I just bought my son a digital edition of Diablo 3 the other day. It was far from smooth sailing.
But is Diablo 3 played in a browser? Thought so.
Re: Bomberman massively multiplayer in HTML5
#130Earlier quoted context omitted.
I'll just leave this here. https://www.google.com/search?q=html5+midi
Thanks for your link, but I've investigated MIDI support in JS. I actually work on piano/guitar apps, and would love to build a high performing, low latency app that hooks up with a physical keyboard. If you know how this can be done, please let me know! The last time I looked into this, the best solution I could come up with was a Java applet. :-(
Now I'm working on the next generation of it, since I was still learning my way around audio with that one and made a mess of the architecture. I'm starting off with a Web Audio-for-Haxe project( early stages, you can watch it here https://github.com/triplefox/hxAudio ) - I'll be building off of that to add the synthesis and MIDI parts, so that you have pretty much everything needed for the playback parts of an audio app; recording isn't on my radar yet - especially since the specs are very early still. It will be possible to compile out the lib to pure JS, so you won't necessarily have to be using Haxe if that's not your workflow.