Show HN: I've been making one HTML5 game per week. Here's my 10th game
101–110 of 151 posts
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#102Earlier quoted context omitted.
not to the rest of us.
I don't understand how it could be interpreted as anything other than a direct imperative.
Let's just leave it at "some people were confused". Because honestly, in terms of user experience, that's all that matters.
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#103Earlier quoted context omitted.
> "collect all coins to finish the level." put that in place of: > "coins are good, take them."
There's a certain joy in the reward of having taken the coins before you knew for sure you needed to that would be lost.
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#104Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#105As a mainly backend developer, I just signed up for the book, realised it didn't contain too much, but links to the tutorials. I had a quick read. and I would say it would be more accurate to call the title "One Javascript game per week". I got a bit excited thinking you could produce that sort of game using just HTML5. Hope I don't sound overly critical, as its a cool game and I appreciate you posting it.
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#106I'm slightly afraid of clicking on game links on HN after 2048.
It does. #fml
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#107Not 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.
Input lag not noticed here. Win 8, Chrome.
Yes checkpoints would be overkill in this size of level. I enjoyed the challenge of completing the last level, having to start again many times!
Well designed levels and fun graphics, sound and text. Make bigger games and I think they could be really popular!
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#108Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#109Earlier quoted context omitted.
Spacebars have a lot of "throw" to engage. I prefer not using spacebar for twitchy movements.
Spacebars have the same amount of throw as any key on your keyboard. Additionally, the force required to press the spacebar is less than other keys because the keycap for the spacebar is heavier.