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Castle Game Engine: Web target – big progress, first 3 demos to try
11–20 of 27 posts
Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#12Nice 90s vibe. Web target is cool. The invaders demo though... I have to say AD+W is not a good set of key bindings for that game.
Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#13https://github.com/castle-engine/castle-engine
The minimal demos are still surprisingly big though (same ballpark as Unity web builds for similar simple demos).
For a language without runtime I would expect a couple hundred kilobytes at most for those simple demos (but the download is 6.4 MB compressed and decompresses to 43 MByte, and takes significant time after the download is finished to start). Would be interesting to figure out why dead code doesn't seem to be removed by the compiler (e.g. is it because of the engine design, or because the Pascal-to-WASM compiler doesn't support dead code elimination). Also why is the compressed to uncompressed ratio so big, there seems to be a lot of duplicate code or data in those WASM files.
Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#14Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#15Earlier quoted context omitted.
WASD are the normal commands for movement in games. Pressing forwards to shoot feels wrong though. This feels like it would be better with double keybinds. Arrows + Space for non-gamers, WASD + space for gamers. Don't just change it to arrows though, that's going to be painful for laptop users who don't have those crappy half sized arrow keys (see macbook, framework, etc...).
WASD is more of a mouse+keyboard thing since in a standard desk layout you can't extend your arms nicely ZXCV(ASDF)+arrows I would say is more standard for non-mouse games with keyboard bindings, cave story and touhou both go this route.
Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#16Never understood why cocos doesn't get more love.
Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#17Never understood why cocos doesn't get more love.
We evaluated Cocos about 2 years ago and frankly when comparing it to Unity on one side and small and specialized web engines like PixiJS, Three.js, PlayCanvas or Babylon.js on the other side, it's just not all that great, starting from tooling and ending with the engine architecture.
Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#18Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#19This is how I won on hard mode and it still took me a couple of attempts.
Re: Castle Game Engine: Web target – big progress, first 3 demos to try
#20Earlier quoted context omitted.
WASD is more of a mouse+keyboard thing since in a standard desk layout you can't extend your arms nicely ZXCV(ASDF)+arrows I would say is more standard for non-mouse games with keyboard bindings, cave story and touhou both go this route.
It's always been interesting as a left handed person using mouse on the left side then pushing the keyboard over to use wasd.
I searched and found some left-handed keyboards, but they are missing important things. Like they use qwerty-layout instead of ][poiu. The worse, they keep Enter on the right side and CAPS on the left. So you cannot remap Control key onto CAPS and use it with your pinky without twisting your right hand uncomfortably, when your left hand is on the mouse.