Earlier quoted context omitted.
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…
A 286? LUXURY! We only had a 8086 with half a megabyte and we had to hook it up to a bicycle generator to get electricity for it!
Bomberman massively multiplayer in HTML5
201–210 of 211 posts
Re: Bomberman massively multiplayer in HTML5
#202Re: Bomberman massively multiplayer in HTML5
#203Earlier 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
#204Re: Bomberman massively multiplayer in HTML5
#205Earlier quoted context omitted.
I just don't get it - someone please smack me down and give me a convincing argument on how HTML5/CSS/JavaScript is a more innovative technology than Flash/Silverlight? 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 tha…
We tried the plugin model back in the 90's. It was uniformly rejected by users and developers alike. Flash was pretty much the only plugin that managed to get wide enough adoption. And flash is going the way of the dodo because innovation couldn't happen at top speed, because it was limited by a gatekeeper that insisted on keeping it closed. The lacklustre support for Silverlight was a demonstration of how badly we w…
We tried the plugin model back in the 90's. It was uniformly rejected by users and developers alike.
This is just wrong. It was on 98% of desktops and there were over 1 million Flash developers. Mobile is what really hurt flash (actually IOS's rejection of it)
flash is going the way of the dodo because innovation couldn't happen at top speed, because it was limited by a gatekeeper that insisted on keeping it closed
It still managed to stay FAR in front of other web technologies which stood nearly at a standstill for over a decade. Closed is not what I am suggesting anyway. Sure someone can develop an plugin that is closed, but the plugin architecture itself will be open and adopted by all browsers who want to compete.
The lacklustre support for Silverlight was a demonstration of how badly we were burned by flash.
I disagree, I think that Microsoft's stagnation and terrible management of 95% browser share is what doomed any web UI tooling to come out of Redmond. Internet Explore was so riddled with bugs, so vulnerable to virii/malware and so stagnant that it became a stench in the mind of nearly every web developer. This was the biggest mistake IMO that Microsoft has EVER made. They could have pushed innovation and owned the search engine market at the same time. They will never get it back from Google now.
While it's taking a long time to catch up, we're now free to expand the capabilities without being in a situation where a single party can hold everyone for ransom by refusing to support specific browsers or OS's.
Having a standard for plugins in the browser would not allow this situation to happen. A lot has changed in the last 12 years. Sure Macromedia was the only one who made a viable plugin to fill up the Internet Explorer window with, but that would not be the case today. We would see open source and competing products popping up everywhere - Just like the JavaScript/CSS/HTML5 frameworks we are seeing pop up every month. These frameworks try to innovate past the limitations and cumbersome methods that the standards constrain us to. We would be a lot better off if there was an open and secure plugin architecture with access to a VM, Drawing and DOM API (Perhaps the HTML5/CSS/JavaScript implementation would even run on top of this API).
Re: Bomberman massively multiplayer in HTML5
#206Re: Bomberman massively multiplayer in HTML5
#207Re: Bomberman massively multiplayer in HTML5
#208Earlier quoted context omitted.
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…
A 486SX 33 in my case. Couldn't afford the math co-processor at the time. :)
Re: Bomberman massively multiplayer in HTML5
#209Pardon 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…
I agree, however, that it can be really frustrating to spend a precious several minutes farming or searching for power ups only to lose it all in a freak accident, an unlucky wall spawn, or even just getting outplayed by someone. I think somewhere in between would be the best of both worlds -- maybe losing about a third to a half of your power ups would be a good balance. Then you don't lose all the fruits of your efforts in an instance but the incentive to not die is still strong. Yet dying will still happen frequently enough that the overall level of power ups that people have will be low enough to keep game play fun and reasonable.
Re: Bomberman massively multiplayer in HTML5
#210Pardon 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…
1. Just starting with 2 bombs instead of one would make a world of difference starting out. Especially mid-game when everyone has 5+ bombs.
2. The nuke doesn't rack up kills. Make the nuke useful and so people respect it more. Right now it just makes people want to kill you. And it makes the nyan-nuke much more tactical in nature.
3. Make depot spawned bombs "owned" by the user that set them off. If you set off a chain reaction of bombs, you should get the kills.
4. Stack treasure shield and soccer ball shield. Almost no one wastes time scoring because it is so hard. Make it stackable and people will do it more often.