However it's ridiculously smooth and ran great on a ~5 year old machine. The controls felt excellent.
WebSockets and WebGL used to create multiplayer shoot'em up
21–30 of 37 posts
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#22Is there a technical reason for not using webgl frameworks such as Three.js ?
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#23Re: WebSockets and WebGL used to create multiplayer shoot'em up
#24Re: WebSockets and WebGL used to create multiplayer shoot'em up
#25Re: WebSockets and WebGL used to create multiplayer shoot'em up
#26Doesn't work in Firefox
If you've got a moment it'd be good to know your configuration. My default answer is to recommend Chrome, but all versions of Firefox are supported (for those without WebGL support we provide a small plugin as an alternative).
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#27My last ludum dare was webgl+websockets, but because I used server lockstep (it being a 72hr game and coded from scratch) it was pretty poorly received :/
http://www.ludumdare.com/compo/2012/08/30/cage-flight-autops... <-- give it some love
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#28Doesn't work in Firefox
If you've got a moment it'd be good to know your configuration. My default answer is to recommend Chrome, but all versions of Firefox are supported (for those without WebGL support we provide a small plugin as an alternative).
Music is great though :)
Re: WebSockets and WebGL used to create multiplayer shoot'em up
#29Re: WebSockets and WebGL used to create multiplayer shoot'em up
#30Great fun! I registered for an account, but then stopped being able to play multiplayer games. Maybe I'm just missing it, but there "quickplay" button that I was using as a guest is no longer there.