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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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moljac024

Member Since 15 Jul 2011
Offline Last Active Apr 10 2013 06:36 PM

Posts I've Made

In Topic: How to make a hidden object/photo-hunt game - Javascript/HTML5

07 April 2013 - 03:29 PM

Hey thanks for that suggestion! Crafty certainly looks nice.

 

Also, if anyone else might be interested in this topic, I have found this: http://ntt.cc/2011/01/31/66-open-source-javascript-game-engine-for-serious-developers.html

Seems like there are a lot of these engines/frameworks and that's awesome.

 

You are right though. Speed of canvas shouldn't be an issue for a simple game like this that isn't even real-time.

 

I'm still not sure of how exactly I should achieve my goal but I'll play around with canvas and see where I end up.


In Topic: Kung Fu VS Aliens

18 July 2011 - 11:38 AM

Yeah, would work as long as it doesn't take itself too seriously...perhaps better if it was in 2D.
Imagine a realistic 3D game called "Plants vs Zombies"...would you play that? :)

In Topic: Replays and savestates

15 July 2011 - 04:37 AM

Why not keep the replay data only in memory and don't save that with the rest of the game?
Or is that what you are trying to avoid?

If so, and you fear that that moving the entire history every time a save/load is made could get very slow, how about only keeping the last 10/20/30 seconds of action in the replay and provide means to save individual replays?

Is your game an action/rpg or is it an rts like starcraft? How important is it that you have the entire replay all the time?

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