Live data from Hacker News

Show HN: I've been making one HTML5 game per week. Here's my 10th game

lessmilk.com

51–60 of 151 posts

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#51
post #38

Earlier quoted context omitted.

Coins? Levels? I can't jump out of the first hole.

Jump first on the left, then from there jump on the right. And you'll discover the hole game!

I tried that. I fall. :-(

Google Chrome Version 33.0.1750.149 Linux Mint 16 Cinnamon

EDIT: Update- It does work, at least sometimes. I guess it's just my clumsiness.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#52

Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…

Thanks, I love feedback! You make some interesting points. About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this. Gravity could definitely be better. I'll look at Cave Story then. I have only 5 short levels, so adding checkpoint will make the game too easy I think.

I'm not a game developer, but I found the jump key to be slightly inconsistent, specifically pressing jump while running towards a ledge. Whether or not the jump registers seems to depend on how close to the edge you are. The closer you are, the less likely the jump is to register.

I guess depending on what you want out of the game mechanics, you could leave it as is or extend the "range" of a valid jump to slightly beyond the edge (perhaps half the width of the character). I guess some good questions that you could ask are: - Is it a faster paced game where jumping from platform to platform quickly matters? - Do you want to focus more on fluid movement and the ability of the player to think about their moves ahead of time? - Are there any gaps in any level where the jump is nigh impossible without performing a "perfect" jump. If so, is that a feature? (maybe it's supposed to be that difficult?)

EDIT: I've been looking at the source and I'm pretty sure it has to do with how Phaser checks whether the character is on solid ground or not (body.blocked.down). I'm not too sure how it calculates it (I couldn't understand the SAT.testPolygonPolygon function[1]. If anyone wants to help me with that, I'd appreciate it). I think the tilt of the character when it's running potentially makes it worse too.

[1]http://docs.phaser.io/SAT.js.html line 605

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#54

Earlier quoted context omitted.

Thanks, I love feedback! You make some interesting points. About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this. Gravity could definitely be better. I'll look at Cave Story then. I have only 5 short levels, so adding checkpoint will make the game too easy I think.

I'm not a game developer, but I found the jump key to be slightly inconsistent, specifically pressing jump while running towards a ledge. Whether or not the jump registers seems to depend on how close to the edge you are. The closer you are, the less likely the jump is to register. I guess depending on what you want out of the game mechanics, you could leave it as is or extend the "range" of a valid jump to slightly…

I think it tends to not register especially if you've just started going right or left.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#55
post #17

Earlier quoted context omitted.

Any chance you release these on mobile?

You mean releasing native iOS/Android games? Yes, I'm thinking about it.

i'm tempted to just get all those games, put in a "full screen" page and adding either touch events or simply using the trackball (which a few old ancient android phones still have)

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#56

A significant number of devices on the web don't have keyboards . They use touch as their primary interface. Please support touch devices.

For this kind of experience building project I think it's fine to be a bit feature limited, however it would be great to try doing at least one touch only game to help build out other interaction options.

Game #7 works very well for touch devices.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#57
post #51

Earlier quoted context omitted.

Jump first on the left, then from there jump on the right. And you'll discover the hole game!

I tried that. I fall. :-( Google Chrome Version 33.0.1750.149 Linux Mint 16 Cinnamon EDIT: Update- It does work, at least sometimes. I guess it's just my clumsiness.

On Safari 6.1.2 the second jump in the first level only works 50% of the time. The other 50% the jump only registers by the time the thingy has hit the ground.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#58

Earlier quoted context omitted.

Thanks, I love feedback! You make some interesting points. About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this. Gravity could definitely be better. I'll look at Cave Story then. I have only 5 short levels, so adding checkpoint will make the game too easy I think.

I'm not a game developer, but I found the jump key to be slightly inconsistent, specifically pressing jump while running towards a ledge. Whether or not the jump registers seems to depend on how close to the edge you are. The closer you are, the less likely the jump is to register. I guess depending on what you want out of the game mechanics, you could leave it as is or extend the "range" of a valid jump to slightly…

I ran into the same jump issue. Playing with two hands (one for right one for jump) seemed to help. Maybe it has something to do with rapid consecutive inputs being lost.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#59
post #49
post #45

Earlier quoted context omitted.

> An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and reached the end. The first time you see coins, the caption reads "coins are good, take them." Then at the end of the first level, it says "collect all coins to finish the level." I'm not sure how he could be more clear than that, and even if someone misses the captions, it's immediately…

> "collect all coins to finish the level." put that in place of: > "coins are good, take them."

Both are direct instructions to take the coins.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#60

Earlier quoted context omitted.

Thanks, I love feedback! You make some interesting points. About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this. Gravity could definitely be better. I'll look at Cave Story then. I have only 5 short levels, so adding checkpoint will make the game too easy I think.

I'm not a game developer, but I found the jump key to be slightly inconsistent, specifically pressing jump while running towards a ledge. Whether or not the jump registers seems to depend on how close to the edge you are. The closer you are, the less likely the jump is to register. I guess depending on what you want out of the game mechanics, you could leave it as is or extend the "range" of a valid jump to slightly…

Most platformer games actually let you jump for a short time after you run off the edge of a platform. The lack of this mechanic is what causes the jump to feel inconsistent.
Post reply on HN