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Super Monkey Ball ported to a website

monkeyball-online.pages.dev

61–70 of 89 posts

Re: Super Monkey Ball ported to a website

#61
The gyro permission request doesn't work on iOS since it's not tied to user input. If you're feeling brave, you can paste this into your phone's javascript console to add a button that requests permission.

var b=document.createElement('button'); b.textContent='Gyro'; b.style='position:fixed;z-index:999'; b.onclick=()=>{DeviceOrientationEvent.requestPermission();b.remove()}; document.body.appendChild(b);

Re: Super Monkey Ball ported to a website

#63

Earlier quoted context omitted.

I went through a bunch of the commits and didn't see a single comment. That definitely seems human to me.

Author claims this was made in 5 days on twitter. Nobody knew about this project until they released it and their inital commit contains 200,000 lines of code. Curious

`tokei --exclude node_modules` says only 40k lines, but yes point taken. 40k lines in 5 days is unrealistic for a human unless we're talking about Fabrice Belard (or the 40 people in a trench coat pretending to be him).

Re: Super Monkey Ball ported to a website

#64
post #18

Earlier quoted context omitted.

Pull Request: chore: remove node_modules I don't see much of a reason to keep a copy of node_modules on the git repository considering they can be reinstalled for deployments and it is generally bad form. sndrec (the author): Thank you for this - I'm newbie at webdev so I wasn't sure what was and wasn't needed. I'll merge this soon. Haha, almost certainly Claude

But... it doesn't use React, so how?

Adding this to my pile of ten million nickels, thanks

Re: Super Monkey Ball ported to a website

#65

So. this code was most likely generated with AI trained on community decompilation efforts, possibly without their knowledge. I know that the community has not yet reverse engineered custom model skinning for the game, so it does not appear here because it wasn't in the training data. Why would somebody who has supposedly already implemented billboard object support, or as the code calls it "flipbook objects", couldn…

I know HN is riding the LLM hype, but this codebase has no LLM in it.

Re: Super Monkey Ball ported to a website

#66

For some reason the opening settings page made me think this would be someone who just told claude to make a monkey ball style game.. maybe from seeing too much of that on HN. forgive me for that, this is awesome. As far as i can tell it's not even an emulator or a decompilation running in emscripten or anything like that, they remade the game in TypeScript. love stuff like this https://github.com/sndrec/WebMonkeyBal…

The website credits include roles for "decompilation" and "porting". So I guess it was decompiled from the original binary and ported to TS.

Re: Super Monkey Ball ported to a website

#67
I'm really at a loss to explain why there aren't more web games of this quality. It's totally feasible to make these, and yet they are so rare. I've ported a couple of games myself (https://thelongestyard.link/q3a-demo/, https://thelongestyard.link/cave-story/), but there ought to be hundreds like this.

Re: Super Monkey Ball ported to a website

#68

So. this code was most likely generated with AI trained on community decompilation efforts, possibly without their knowledge. I know that the community has not yet reverse engineered custom model skinning for the game, so it does not appear here because it wasn't in the training data. Why would somebody who has supposedly already implemented billboard object support, or as the code calls it "flipbook objects", couldn…

So. Certainly didn't expect this much toxicity and negative attitude this early in the morning.. I think that's enough HN for me today.

Re: Super Monkey Ball ported to a website

#69

I was in the market looking for some fun iOS games, things that I could play casually, pick up in a moment, load quickly, and not be burdened by the ridiculousness of modern gameplay and incentive mechanics. To my surprise, it was very hard. I couldn’t find anything. This is exactly what I’m looking for.

Apple has had some good chips, but is not a high priority for game developers. If you are on ARM, than the emulation performance hit will heavily limit what kind of games are playable.

https://github.com/86Box/86Box/releases

https://github.com/Moonif/MacBox/releases

Note, Steam will also natively run on many Apple ARM systems now, but again the compatibility of game titles will be sparse. Have fun =3

Re: Super Monkey Ball ported to a website

#70

So. this code was most likely generated with AI trained on community decompilation efforts, possibly without their knowledge. I know that the community has not yet reverse engineered custom model skinning for the game, so it does not appear here because it wasn't in the training data. Why would somebody who has supposedly already implemented billboard object support, or as the code calls it "flipbook objects", couldn…

So. Certainly didn't expect this much toxicity and negative attitude this early in the morning.. I think that's enough HN for me today.

not trying to be negative, friend. I think clearly the author of this put a ton of effort into this project to make it functional, and I am acknowledging that. But, there are no disclosures about this anywhere from the author when so much of the work has been done by AI. I find this especially concerning when you realize the author is soliciting money for this project on X and other places.
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