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…
Bomberman massively multiplayer in HTML5
181–190 of 211 posts
Re: Bomberman massively multiplayer in HTML5
#182Pardon my English. Team consists of two programmers and four helpers, we live in different cities near Moscow. I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network and rendering. We were preparing for Mozilla GameOn, posted a link to /r/webgames, it became viral. We're in shock :) Game Core: Pure Java. Game Client: cross-compiled with GWT. Angular.js for UI (sco…
Re: Bomberman massively multiplayer in HTML5
#183Earlier quoted context omitted.
If by "better" you mean "blew up my browser's RAM usage to 2GB AND maxed out an entire core" then that's consistent with my flash experience (on 64-bit Linux, which I realise is not exactly a first-class citizen)
I agree complaints like this are currently valid in some respects, but the good thing is that feedback loops like this will eventually result in the same efficiency we come to expect from flash games on HTML5.
Re: Bomberman massively multiplayer in HTML5
#184Earlier 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…
Re: Bomberman massively multiplayer in HTML5
#185Re: Bomberman massively multiplayer in HTML5
#186Earlier 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
#187I 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…
The only pro I know of is that it runs on IOS and flash does not (actually flash does run on JailBroken IOS). In 3 years IOS will power less than 20% of mobile devices. What then?
My big rub with HTML5/CSS/JavaScript and all this standards crap is that it moves sooooo slowly. I prefer innovation at whatever speed the minds of man can allow. Now we are restricted to creating frameworks built on top of (and limited by) HTML5 to create any kind of innovation (same with JavaScript) it makes me sick. I saw apps like this a decade ago written in Flash. I know that widespread compatibility is the reason that things like HTML5 win out, that and lazy developers who don't want technology to change/innovate because that would mean that they would have to learn something new more often.
What is my solution? I prefer the plug-in model. I think the spec that browsers should follow is one for an secure and OPEN Plugin architecture. If this concept was adopted, we would have a lot more (and better) options besides HTML, Flash and Silverlight to write web apps in. I think of it like this. Look at the iPhone, I picture every app you download as basically being a plug-in for IOS. Each can be written with their own completely different language and UI markup (and many are). Over 30% of IOS apps are not written in C/Objective C. There are a myriad of tools, frameworks and development environments which compile other languages and link them against the IOS libraries. This is how the web should be. That is more OPEN than following a spec that is publicly available, it gives inventors/innovators much more FREEDOM to make the world a better place.
Re: Bomberman massively multiplayer in HTML5
#188Re: Bomberman massively multiplayer in HTML5
#189Earlier quoted context omitted.
In this case it seems okay, but not in all cases. Consider an FPS. Javascript tweaks could be used to automatically change to a shotgun when close range, assist in aiming, highlight players behind walls, etc. I wonder what the most effective ways to combat such cheating would be?
"I wonder what the most effective ways to combat such cheating would be?" As stated, if the logic is performed on the server-side then the only way a client can cheat is by modifying the inputs. The one thing that makes it hard for client to know in which way to cheat the inputs is... Randomization. Do not make something where players are recompensed when doing a super skilled move, like a headshot. Or you'll have ai…
Re: Bomberman massively multiplayer in HTML5
#190Pardon my English. Team consists of two programmers and four helpers, we live in different cities near Moscow. I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network and rendering. We were preparing for Mozilla GameOn, posted a link to /r/webgames, it became viral. We're in shock :) Game Core: Pure Java. Game Client: cross-compiled with GWT. Angular.js for UI (sco…
Hi! This is awesome from a technical perspective and was initially fun to play. Being reset when I died was a major problem, especially when joining for the first time in the middle of a round and playing against players who already had lots of stuff (at which point one tends to die quickly... and then have to start over). I'm not an expert in game design (just psychology) but from a hedonic perspective I strongly su…