Curious if you guys find any issues? It seems to keep a solid 30 fps on all 3 levels.
It’s definitely still a work in progress, but thoughts?
ETA: I updated the link to point to our main server. Plus I added some tracking code to see how many people run into issues with not being able to play. Has anyone had experience with showing this to clients? How many of them don’t have the right hardware to view the game?
Darcey, Moderator Posted: 02 November 2011 09:03 PM Total Posts: 209
[ # 1 ]
Very nice, max fps all the way here.
Try letting it scale up to browser size see what happens, really small game window at my resolutions.
I’ve not noticed any bugs, fire particles get stripped away a little early (but doesnt really need correction), but apart from that all is sweet.
Nice work.
80prozent, Sr. Member Posted: 02 November 2011 09:05 PM Total Posts: 430
[ # 2 ]
hi
i like it.
good gameplay
didnt liked the color of the floor to much…i think i would like it better if it where just black…
what i missed was some kind of zoom function for camera (first-person-view mode would be cool too).
Alex Bogartz, Sr. Member Posted: 02 November 2011 09:07 PM Total Posts: 216
[ # 3 ]
80prozent: Floor meaning the lava? Or floor meaning the brick pathways?
80prozent, Sr. Member Posted: 02 November 2011 09:27 PM Total Posts: 430
[ # 4 ]
sorry for being so unpresice.
to call it the floor was the wrong word.
i acctually mean the lava, the shit you fall into…..
to be honest,i didnt realised it as lava…
when playing your game i thought maybe if the deadzone where black instead of orange the focus would be more on the character and the path, and it would feel also more dangerous/darker.
dont bother too much….definitly a cool game as is.
Alex Bogartz, Sr. Member Posted: 02 November 2011 09:42 PM Total Posts: 216
[ # 5 ]
80prozent - 02 November 2011 09:27 PM
sorry for being so unpresice.
to call it the floor was the wrong word.
i acctually mean the lava, the shit you fall into…..
to be honest,i didnt realised it as lava…
when playing your game i thought maybe if the deadzone where black instead of orange the focus would be more on the character and the path, and it would feel also more dangerous/darker.
dont bother too much….definitly a cool game as is.
Haha, no worries. That is actually a sky box I found online which gave me the idea for the game. I have been thinking it seemed a little too pink to be lava.
I’ll play around with it for sure.
Alex Bogartz, Sr. Member Posted: 02 November 2011 10:23 PM Total Posts: 216
[ # 6 ]
Darcey - 02 November 2011 09:03 PM
Very nice, max fps all the way here.
Try letting it scale up to browser size see what happens, really small game window at my resolutions.
I’ve not noticed any bugs, fire particles get stripped away a little early (but doesnt really need correction), but apart from that all is sweet.
Nice work.
Thanks Darcey!
So here’s something I notice when trying to put the game at full screen. To do this, you set the html embed tags to 100%, right? But what happens is that because you set the stage scale mode to no scale, the UI stuff which is not in stage3D doesn’t scale. Scaling that stuff up in code is giving me all kinds of strange behaviours. Any idea on how best to do this?
Cheng Liao, Administrator Posted: 03 November 2011 02:43 AM Total Posts: 116
[ # 7 ]
Cool!The file shuold add some smoke effect.
Darcey, Moderator Posted: 03 November 2011 09:49 AM Total Posts: 209
[ # 8 ]
For 100% x 100% SWFs I tend to adjust the Camera.z on browser resize, ensuring I have everything near enough perfect when I have a different browser size or go full screen.
HTML embedding at 100%, can be done in various ways, Flex and FlashBuilder stick around 1,000,000,000,000 lines of html and javascript where as I like to setup my SWFs with 5 or 6 lines from SWFObjects examples. Also be careful sometimes FireFox (3 I think it was) likes to flatten anything using 100% heights.