Sorry about that :( we're a 2-person dev team and concentrating on desktop WebGL for the time being! That being said it'd be fun to get this working on native devices hmmmmmmmm
Works on iOS Safari, you just gotta enable WebGL 2.0 (Safari -> Advanced -> Experimental Features) in settings. Of course it requires a mouse/keyboard to be attached for the controls, so it only really works on an iPad.
Small, well kept engines like this are the answer. You can of course write your own or build tooling on a bigger engine like unity, but if you just want a quick solution something like Love or Phaser is the way to go.
Really good engine for game jams as well!
Offers loads of freedom while being fast and having a lot of lua libraries to make things like menus just a 10 line thing.
Probably with whatever programming language you are currently best at. Virtually every modern language has a quick happy path to the web.
More specifically, those skilled in HTML/JS/CSS (and particularly WebGL) can do a shitload of damage on first order terms. E.g. everything inlined into single index.html file out on Github Pages. Doesn't get much faster than that.
If you have a little bit more time, you can investigate some systems-level programming options. I can provide a solid recommendation for C#/.NET. Blazor in particular is a really compelling way to put the type system of C# on top of your web components. For a "dumb small" game, the expressiveness of C# 8.0+ might be a bit overkill, but it is still really fucking nice to have all the same. If you want 100% functional UI you can just pull that lever whenever you are ready. Also, operating with Blazor in server-side mode would enable very trivial and responsive multiplayer experiences (assuming participants are near the server). This approach could be compelling for settings like corporate, campus, event, private LAN, etc.
It uses C# but compiles to web too, and has a very complete (if clunky) toolset.
Importantly, as compared with some of the alternatives, it can be used with very little actual programming, since it has a visual editor for levels, UI, animations, and whatnot.
as someone whose day job is making games in Unity, it is a bit finnicky for larger projects, but for this kind of scope it is perfectly adequate!
Maybe Picotron in the future for yet larger ones. [1]
There's an open market niche for an integrated editor like the abovementioned but without arbitrary restrictions (of resolution, color palette, etc.), that isn't quite as big as say Unity or Godot. Noone has made this yet. But since the space exists between multiple efforts from both ends of the scale, it'll be filled soon enough.
Even I've considered making it, but have too many projects on my plate.
Game Maker gets an honorable mention, but it's pretty trash these days since the original author sold it.
There are great Flash emulators available, so nothing is stopping you from making more swf games. You might have to fall back to an older machine if they haven't maintained the creation tools I guess, but it's more likely noone wants to make them anymore.
Well, keeping an old machine or VM around to run an older version of Flash is much less of a burden than using one to run Flash Player. It's normal to have old equipment if you're a professional, and if not then creation tools don't have as many significant security issues so you don't have to rebuild the VM as much.
It might still be more work than people want to put up with.
I'm someone who was very active making flash games from 2006-2009 and who ran a 3rd party aggregation site for flash content. The people who I mostly noticed working on these projects were young and experimenting with pirated copies of flash. It was a community that popped up spontaneously. As far as I've seen, there won't be a resurgence. The next generation will have their own creative communities spontaneously explode and then disappear.
Not related to the game, but travel protip: pre-request the “Asian Vegetarian” meal option whenever available. It’s frequently prepared by a local restaurant rather than some giant megaindustrial catering supplier. It could also mean you are eating some cold lentil curry dish for breakfast on Air France, so ymmv. I’d rather have that than microwaved scrambled eggs any day.
Not related to the game, but we need to talk about tomato juice on airplanes. There is no excuse. It is an abomination, and there is a reason that humans do not consume this red liquid while on terra firma. What causes people to order this at 30,000ft above sea level? Is it some kind of mass delusion, a Tomato-Lady of Fatima apparition?
I'm going to be escorted off my next flight in a Donald Duck rage the next time I hear that tomato-scented crack of a V8 can opening.
> I just like tomato juice. I sometimes drink it on the ground. I happen to know they have it on the plane and over time I guess you form the association (like popcorn at a cinema). But in terms of why tomato juice specifically may be more popular, I think it may be because certain aspects of your senses are reduced at high altitudes. Tomato juice is often quite high in salt, so has a stronger flavour which may be why people tend to order it. Maybe there’s also another reason?
After a Google by querying "tomato juice on a plane" my SO found:
“The dry cabin air messes with our odor receptors, and since things taste differently when our sense of smell is impaired—think about eating when you have a cold—food tastes blander on a plane than it does on the ground. That same principle is what makes tomato juice taste better in the air.”
> Googling it quickly it seems I am right!
I then got the following in my messaging app from my SO:
“In 2015, Robin Dando, a physiologist at Cornell, found that exposure to loud noises, like that of a jet engine, dulls sweet flavours but intensifies the umami taste present in tomato juice. “
“Researchers from the Fraunhofer Society found people enjoyed it more on planes because our taste and smell receptors are less sensitive at altitude, which means people enjoy the freshness of the juice without the earthy, mulchy taste.”
“It’s more likely there is a psychological basis for the popularity. Choosing a drink on a flight is an unusual situation: you have to decide when the trolley comes to you whether you’re thirsty or not. The beverage is normally free – meaning you want to extract as much value as possible. Tomato juice hits an odd sweet spot: it’s the only drink on the trolly that feels healthy, extravagant and unusual – plus you’ve seen so many other people order it, it becomes a tradition, the same way you eat popcorn at the cinema or hotdogs at a baseball game.”
I don't like tomato juice, but in flight it tastes different. I absolutely loathe beet and eggplant, but I've wondered if their taste also becomes more palatable in flight.
It's not that they're different, I've asked for tomato juice while the plane's departure was delayed for a technical problem, and it tastes as regular tomato juice.
It’s related to atmospheric pressure. When pressure is low, sugar molecules’ taste gets stronger if I remember correctly, and all juices’ taste changes. Orange becomes really sweeter for example.
If I can find the scientific article I’ve read, I’ll add. Currently I’m in no position to search it.
Ha, sorry you're gonna get escorted off, but I love drinking tomato juice on flights. They have it because they often times serve bloody Mary's. The extra salt can be nice on a long flight.
I love the imagery you laid out, it's a funny scene.
81 comments
[ 5.3 ms ] story [ 151 ms ] thread46% of british food eaten...
There used to be thousands of little dumb games and animations like this on the net.
Love 2D
Probably with whatever programming language you are currently best at. Virtually every modern language has a quick happy path to the web.
More specifically, those skilled in HTML/JS/CSS (and particularly WebGL) can do a shitload of damage on first order terms. E.g. everything inlined into single index.html file out on Github Pages. Doesn't get much faster than that.
If you have a little bit more time, you can investigate some systems-level programming options. I can provide a solid recommendation for C#/.NET. Blazor in particular is a really compelling way to put the type system of C# on top of your web components. For a "dumb small" game, the expressiveness of C# 8.0+ might be a bit overkill, but it is still really fucking nice to have all the same. If you want 100% functional UI you can just pull that lever whenever you are ready. Also, operating with Blazor in server-side mode would enable very trivial and responsive multiplayer experiences (assuming participants are near the server). This approach could be compelling for settings like corporate, campus, event, private LAN, etc.
I should probably put my stupid maze generator somewhere so I could link to it.
It uses C# but compiles to web too, and has a very complete (if clunky) toolset.
Importantly, as compared with some of the alternatives, it can be used with very little actual programming, since it has a visual editor for levels, UI, animations, and whatnot.
as someone whose day job is making games in Unity, it is a bit finnicky for larger projects, but for this kind of scope it is perfectly adequate!
TIC-80 for slightly larger ones.
Maybe Picotron in the future for yet larger ones. [1]
There's an open market niche for an integrated editor like the abovementioned but without arbitrary restrictions (of resolution, color palette, etc.), that isn't quite as big as say Unity or Godot. Noone has made this yet. But since the space exists between multiple efforts from both ends of the scale, it'll be filled soon enough.
Even I've considered making it, but have too many projects on my plate.
Game Maker gets an honorable mention, but it's pretty trash these days since the original author sold it.
[1] https://www.lexaloffle.com/picotron.php
...as long as you have the original Macromedia animation software up and running, I presume?
I've seen a couple of good Flash players. Is there comparable open (or even closed but maintained) Flash animation software?
It might still be more work than people want to put up with.
For some reason kongregate decided it's not worth getting new games anymore. They must know why
> Uncaught (in promise) Your browser does not support graphics API "WebGL 2.0" which is required for this content.
Firefox 90 on 64-bit Windows 10. Presumably because I insist on using my souped up T400.
Still, looking at the video, I am going to say *VERY* slowly catching up.
Modern shit barely works when you use a platform as arcane as Firefox on Linux.
I was coming to post that it doesn't work on my system either but I guess it's just poorly documented and unplayable on a laptop.
Quick way to get the Japanese food downed: click on the miso soup in the bowl and just hit W. Instant munches everything. Even eats the bowl!!
I'm going to be escorted off my next flight in a Donald Duck rage the next time I hear that tomato-scented crack of a V8 can opening.
I fly a lot and I've never actually seen anyone order a tomato juice.
> <-- what my SO said
The answer from my SO is:
> I just like tomato juice. I sometimes drink it on the ground. I happen to know they have it on the plane and over time I guess you form the association (like popcorn at a cinema). But in terms of why tomato juice specifically may be more popular, I think it may be because certain aspects of your senses are reduced at high altitudes. Tomato juice is often quite high in salt, so has a stronger flavour which may be why people tend to order it. Maybe there’s also another reason?
After a Google by querying "tomato juice on a plane" my SO found:
“The dry cabin air messes with our odor receptors, and since things taste differently when our sense of smell is impaired—think about eating when you have a cold—food tastes blander on a plane than it does on the ground. That same principle is what makes tomato juice taste better in the air.”
> Googling it quickly it seems I am right!
I then got the following in my messaging app from my SO:
“In 2015, Robin Dando, a physiologist at Cornell, found that exposure to loud noises, like that of a jet engine, dulls sweet flavours but intensifies the umami taste present in tomato juice. “
“Researchers from the Fraunhofer Society found people enjoyed it more on planes because our taste and smell receptors are less sensitive at altitude, which means people enjoy the freshness of the juice without the earthy, mulchy taste.”
“It’s more likely there is a psychological basis for the popularity. Choosing a drink on a flight is an unusual situation: you have to decide when the trolley comes to you whether you’re thirsty or not. The beverage is normally free – meaning you want to extract as much value as possible. Tomato juice hits an odd sweet spot: it’s the only drink on the trolly that feels healthy, extravagant and unusual – plus you’ve seen so many other people order it, it becomes a tradition, the same way you eat popcorn at the cinema or hotdogs at a baseball game.”
> Source: https://www.google.nl/amp/s/amp.theguardian.com/lifeandstyle...
> Literally what I was saying
I always have some in my fridge. What's wrong about tomato juice? What bothers me on planes is that they don't provide some oregano to season it with.
Am I extraordinary?
TL;DR it tastes better at altitude.
Sure, come at me that tomatoes are a fruit. Still not drinking them.
It's not that they're different, I've asked for tomato juice while the plane's departure was delayed for a technical problem, and it tastes as regular tomato juice.
If I can find the scientific article I’ve read, I’ll add. Currently I’m in no position to search it.
I love the imagery you laid out, it's a funny scene.
Is there a plan to port it to other platforms in the future?
That being said provided your browser support WebGL 2.0 you should be able to get this working ok :)