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Bomberman massively multiplayer in HTML5

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121–130 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#122
post #102

I 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.

I'll just leave this here.

https://www.google.com/search?q=html5+midi

Re: Bomberman massively multiplayer in HTML5

#123
post #70

I 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…

You are so right in every way. I would like to subscribe to your newsletter.

Re: Bomberman massively multiplayer in HTML5

#124
post #102

Earlier 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 support for this is questionable. It's barely acceptable in Chrome and even in Chrome it falls really short.

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

#125

I 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…

If you're interested in HTML5 games that don't feel like HTML5 games, I think that Kiwi Run is a great example. You can play it on the web here: http://www.icepopbeat.com/ but they also used Game Closure's devkit to deploy the game on iOS and Android; the performance looks great on all three platforms. As far as browsers though, I've only played it in Chrome :)

Re: Bomberman massively multiplayer in HTML5

#126
post #70

Earlier 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…

> But we won't see it until some bigger gamedev is willing to risk a fair chunk of change on the browser as a gaming platform.

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

#127
post #102

Earlier 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

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. :-(

Re: Bomberman massively multiplayer in HTML5

#128
post #70

I 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…

This is a naive interpretation. It's easy to imagine that "application quality or capability" is some easily measured metric tied to easy to measure numbers (like FPS or megahertz). In reality for many applications performance is not the long pole, so moving them to the web adds many advantages. I find it weird that someone could make the claim that "web apps set us back 20 years" in 2013, when web apps have transformed the world economy so tremendously (google search, web mail, amazon, online banking and investing, etc.)

Re: Bomberman massively multiplayer in HTML5

#129

Earlier 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.

In exactly what way is this question a follow-on from the parent comment? The statement was, to paraphrase: "Purchasing and installing native applications can still suck, even with '2013 distribution'." IOW, all that's been saved in 20-odd years is the drive to the retail store, the drudgery of swapping floppies and (usually) the task of manually configuring a memory manager. We're far from an instant-on, pay-and-play world for native apps (and in some cases you still need to be connected to get moment-by-moment permission to run the app you "purchased"—the internet as dongle).

Re: Bomberman massively multiplayer in HTML5

#130
post #127

Earlier 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. :-(

The way forward is going to be via the Google-led Web Audio spec, as well as the complementary MIDI device spec - it's not "there" yet, though, since these specs are still non-finalized. But I'm working on building up the playback capabilities as a side project. I made a "true" Soundfont2 + SMF playback engine for Flash/Haxe, which is open-source(zlib) and somewhat usable in real-world: http://spacecreeps.com/apps/triad-synth/index.html

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.

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