Bomberman massively multiplayer in HTML5
101–110 of 211 posts
Re: Bomberman massively multiplayer in HTML5
#102I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
Re: Bomberman massively multiplayer in HTML5
#103Re: Bomberman massively multiplayer in HTML5
#104Smart players who are trapped by a foe are dropping their own bombs so that the foe doesn't get the kill.
I blocked a player in an alley. Right before he died he dropped his own bomb. I got no point for the kill. That means any skilled player can prevent anyone from scoring points for killing them.
The solution is to use a kill chain. When a bomb kills a player, look to see if that bomb was detonated by another bomb. Keep going until you find a bomb that is not owned by the dead player. That owner gets the kill.
Re: Bomberman massively multiplayer in HTML5
#105Re: Bomberman massively multiplayer in HTML5
#106I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
Re: Bomberman massively multiplayer in HTML5
#107Re: Bomberman massively multiplayer in HTML5
#108I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
Re: Bomberman massively multiplayer in HTML5
#109I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…
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…
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 necessary math.
To be fair, a lot of the reason that people are remaking these old games is because people like playing old style games and the people building these demos are probably doing it in a very small team (or even solo).
It should certainly be possible to remake Half-Life (maybe even HL2?) entirely in javascript/WebGL or make more sophisticated 3D games. But we won't see it until some bigger gamedev is willing to risk a fair chunk of change on the browser as a gaming platform.