Show HN: made a html5 game, polished it many many times (hotbazooka.com)
hi all,
I've always wanted to make my own game, but couldn't afford a thousand-dollar adobe (flash+photoshop) license.
I'm not a talented programmer, have no degree in CS. But I understand some elements of design.
So I got me a copy of ImpactJS, and after about 5 months of steep learning curve (at least for me), I managed to come up with a game.
I also integrated it with a highscore and badge system, similar to what you get at Kongregate. You need to login with Google/OpenID to earn badges/scores.
link is: http://www.hotbazooka.com/privatejoe
hope to hear some feedback/questions from you guys!
118 comments
[ 3.1 ms ] story [ 200 ms ] threadChrome 10 Safari 5 Firefox 4 Opera 11
some users with IE9 reported some errors, I couldn't debug because i'm on OSX. Please let me know if there're any cheap methods to get an IE9.
VirtualBox/VMWare/Parallels. Install Windows in a VM then install IE9.
Also, make space work for jumping too. I hit space a few times causing me to skip down on the page.
You don't need to advertise these additional key bindings, but since they are very common in other games a significant portion of players will automatically use them.
Other than that, very well done!
Qwerty X maps to Dvorak Q; Qwerty C maps to Dvorak J. That is, listening to Q and J when the user is using Dvorak, as X and C on a Qwerty keyboard.
I also wish that the length of time you held down the jump key controlled the height of your jump rather (up to a maximum, obviously), rather than one-size-fits-all jumps, but that's minor.
Play an old NES game that used that system like Super Mario Bros. (any of them) then play your game to see how much more in control you feel.
That wouldn't work with a physical Dvorak keyboard, though (as opposed to my Qwerty keyboard, with the input layout on my operating system set to Dvorak). Do you have one, out of curiosity? (And, hmm, you could make WASD--or X and C here--work as desired on a real Dvorak keyboard by making it handle keypresses rather than device input and then setting the layout to Qwerty.)
I do realize that old NES games can be fullscreened any time of the day. Wish I could do that in my case.
Story of old: in the 90's, when the radiology transcriptionists were moved too far away for RS232 to reach their computer, and they were put on LAT devices (8 serial ports to Ethernet with crazy complicated optimization to multiplex traffic from all 8 into the same packets) their duplicate key errors and general frustration went up. Working from audio, they watched the screen and if the delay was ever perceptible they would restrict a key. Allen ended up writing them an editor that worked in half duplex mode (local echo).
Sometimes film makers reduce the length of integration (time the shutter is open) to produce a choppier scene. This was prominently featured in action scenes of the movie Gladiator. Many people did not like the effect because, like a low frame-rate video game, it was harsh and disorienting.
http://www.reddit.com/r/javascript/comments/f094j/list_of_js...
Sound is not well built on the iOS/Android browser, so I figured, if the game is going to suck anyway, might as well don't build it for mobile.
ImpactJS Google Appengine + Python for hosting and achievement system GIMP for graphics TextMate Switch for Mac (to reduce the bitrate for the audio files)
the forums at ImpactJS had some discussions on node.js, will have a look
It's addicting anyway, but it could be even more.
Otherwise browser's shortcuts could interfere with your game. I have Opera customized with 1-key shortcuts (with no modifier key) and that's a minefield in games that assume keyboard is all for them.
apparently the guys fixed preventDefault() on Opera 11.10, as explained here: http://impactjs.com/forums/help/binding-keys-in-opera-not-wo...
I like how the controls/movement are precise yet just forgiving enough.
Only thing, I'm not hearing any music (Chrome 11 beta, OS X).
Game has a great old school flair btw, well done!
Needs a shorthop bro. Jump continues only if jump button is being held. check any NES / SNES Mario for an example
http://game1-main.appspot.com/baked/game.min.js
http://game1-part2.appspot.com/media/music/level1.mp3