On Firefox, fails with [15:54:39.366] TypeError: k is null @ http://hellorun.helloenjoy.com/js/three.min.js:412 [15:54:39.366] "Error creating WebGL context." [15:54:39.368] TypeError: this.view is undefined @ http://hellorun.helloenjoy.com/js/hellorun.min.js:1 On Chrome, I see some rendered triangles, but just wireframe, and the game does not seem to work.
HelloRun - A WebGL 3D Game
71–80 of 111 posts
Re: HelloRun - A WebGL 3D Game
#72Hey I saw this at the Mozilla HTML5 Game Dev meetup, were you the silent guy running the demo? Awesome work anyway :)
Re: HelloRun - A WebGL 3D Game
#73On Firefox, fails with [15:54:39.366] TypeError: k is null @ http://hellorun.helloenjoy.com/js/three.min.js:412 [15:54:39.366] "Error creating WebGL context." [15:54:39.368] TypeError: this.view is undefined @ http://hellorun.helloenjoy.com/js/hellorun.min.js:1 On Chrome, I see some rendered triangles, but just wireframe, and the game does not seem to work.
Firefox 17 for Linux 64-bit: NS_ERROR_XPC_BAD_CONVERT_JS: Could not convert JavaScript argument arg 0 [nsIDOMCanvasRenderingContext2D.fillStyle] @ http://hellorun.helloenjoy.com/js/hellorun.min.js:4 Update: I pass all the WebGL compliance tests at https://www.khronos.org/registry/webgl/sdk/tests/webgl-confo... .
Re: HelloRun - A WebGL 3D Game
#74Cool… the fog color matching the gate color often makes it difficult to discern which section is the opening.
Re: HelloRun - A WebGL 3D Game
#75apparently it was "built with unity" does unity now target html5 without any depending on a webplayer plugin?
Re: HelloRun - A WebGL 3D Game
#76Re: HelloRun - A WebGL 3D Game
#77Re: HelloRun - A WebGL 3D Game
#78On Firefox, fails with [15:54:39.366] TypeError: k is null @ http://hellorun.helloenjoy.com/js/three.min.js:412 [15:54:39.366] "Error creating WebGL context." [15:54:39.368] TypeError: this.view is undefined @ http://hellorun.helloenjoy.com/js/hellorun.min.js:1 On Chrome, I see some rendered triangles, but just wireframe, and the game does not seem to work.
Firefox 17 for Linux 64-bit: NS_ERROR_XPC_BAD_CONVERT_JS: Could not convert JavaScript argument arg 0 [nsIDOMCanvasRenderingContext2D.fillStyle] @ http://hellorun.helloenjoy.com/js/hellorun.min.js:4 Update: I pass all the WebGL compliance tests at https://www.khronos.org/registry/webgl/sdk/tests/webgl-confo... .
Re: HelloRun - A WebGL 3D Game
#79Cool… the fog color matching the gate color often makes it difficult to discern which section is the opening.
Totally agree, I couldn't tell where the holes were. Made it very, very frustrating. Instead of making it a skills game, it made it more of a luck game. I'd rather play slots than this.
Re: HelloRun - A WebGL 3D Game
#80Sadly it didn't work too well with my Leap. I mean, aside from the basic gorilla arm problems, I found that I got a TON of framerate hiccups and sometimes it just totally ignored it.
edit after playing some more, with a high score of 70.
I also have some issues with the game itself. The thumping beat and the "run on shift" behavior makes me feel like this is a game that wants to be about zooming down a tunnel at high speed, but it defeats itself - the barriers are way too close to be able to run through them unless you see that an entire path segment has holes in the same places, and it's just too damn hard to see them half the time. And I say this as a person who has loved playing Jeff Minter's "Space Giraffe", which is basically a Tempest variant dropped inside a music visualizer with the intensity set to 11. I am a life support system for a visual cortex,and I think these gates are hard to make out - I think this means there's something wrong. If they had a white sheen or something this would be more playable.
The scoring seems to encourage MOVE FAST ALL THE TIME too - you get 1 point for moving through a gate, and 2 for running.
Also the visuals worked against the gameplay for my first few plays. The detailed, realistic corridor with cables hanging down made me assume that "down" meant "crouch" and "up" would mean "jump" - which I assumed is pretty much a momentary thing that has to be hit at the right moment to make it through a gate. It took me like five plays to work out that, no, I'm actually just kinda flying through this corridor here. If the tube had been abstract I think I wouldn't have made that assumption.
Also when I play on keyboard with it fullscreen, the keystrokes seem to keep on falling through the game now and then; I hear error beeps over the music when I hit a key sometimes. (Safari, OSX 10.8.4.)