Where Every Scroll is a New Adventure
When I’m introspective about the last few years I think the biggest mistake that we made, as a company, is betting too much on HTML5 as opposed to native… because it just wasn’t there. And it’s not that HTML5 is bad. I’m actually, on long-term, really excited about it. One of the things that’s interesting is we actually have more people on a daily basis using mobile Web Facebook than we have using our iOS or Android apps combined. So mobile Web is a big thing for us.
Mark Zuckerberg @ Disrupt SF 2012. (via tobie) This quote is why I don't read articles like this.
Grades are in for 2 out of my 3 classes for the summer. I got an A in both of the classes were the grades were out. Scared of the last one... Workplace Writing: 5 week course, A HTML5 / CSS: 8 week course, A Philosophy - Ethics: 8 week course, unknown
I’ve been updating my VOGJAM game Skeleton Hunter with new features like custom button mapping. PC games need this because players might have foreign keyboards, nonstandard gamepads, or disabilites that make the default controls unusable. Mine works like the PC version of Skullgirls where every action has both a keyboard key and a gamepad button, and you can assign them one by one or all at once. Please try it and tell me if the menus work the way you expect them to.
Source: my game Skeleton Hunter v1.02 reusing code from my Control Config Demo
Kawayoo is a busy artist, and not just in drawing illustrations for art books and Pokémon cards. His electronic music puts me in the mood to write code. I’ve been working on adding a key config menu to Skeleton Hunter, and when it’s finished, I’ll tell you all about it.
It's been too long since this type of post. pixiv is just a fire hose of cool art. I could start browsing tags and artists and lose my entire afternoon there, so I don't check it like I used to.
Source: kawa/yoo found somewhere on pixiv last year
I made another game! For VOGJam 1 the theme was “A Buggy Game,” so I made Skeleton Hunter, a broken little 2D platform game in HTML5. You are the hunter from Skeleton’s Revenge going around defeating skeletons and the necromancer that keeps summoning them. Jump backwards through walls, wrap around the screen, undo deaths by pressing Pause, and utterly pick apart the game. I hope this makes it into Awful Games Done Quick someday.
Google Chrome has gamepad support and is the recommended browser for playing this game. UPDATE: v1.02 has support for gamepads in Firefox and control config for all platforms.
Play at Bakamo Studios Play v1.02 with control config at Bakamo Studios Play at VOG Network
Yes, there is a way to reach the title screen with the hunter. Try escaping boss rooms.
Because I didn't have time to make a controller configuration menu, I basically just allowed for every control scheme at once. Even gamepads are supported if you're using Google Chrome. (Or Firefox in v1.02, which has a controller configuration menu now.
If you do a jump attack facing away from the wall, you can get inside the wall. I knew from the moment the theme was announced that I wanted to do a game with bad collision detection.
The skeleton wasn't even implemented until two days before the deadline. It turned out alright, though.
Holy crap, what happened here? Did that guy walk off the title screen to the right? You broke my game! How could you?
Source: http://hitstun.bakamostudios.com/vogjam/skeletonhunter.htm made from scratch in HTML5 and Javascript using Notepad++, Tiled, GIMP, FamiTracker, Bfxr, and Audacity.
From my pile of forgotten Game Boy carts comes QBillion. You have a top-down view of stacks of boxes. The goal is to reduce these boxes to a single flat layer. Once you wrap your head around that, it’s intuitive, but the puzzles get downright fiendish. 15 years later, the developer is gone, the copyright has lapsed, and a young developer has made a free HTML5 remake.
Yup, this is the HD version. Everything is about double the resolution of the Game Boy game. Click here to play.
Source: http://qbillionhd.com and LTD Interactive via Wikipedia and Game Boy World. I saw the screenshots in this Rock Paper Shotgun article and thought it was about this game.
Finally, I get to post a game I made! Minigolf Exam is an 8-hole miniature golf game where you only get one round to prove your skills! If you do badly on your first run, you are a minigolf failure forever. I made this game in 48 hours as my Ludum Dare #28 compo submission, and I wrote a few status updates about it here.
Play Minigolf Exam now!
Source: Minigolf Exam by Dr. Mo and Minigolf Exam Sources
I’ve entered this weekend’s Ludum Dare competition! Sure, it’s been two weeks since my last post here, but it’s been a full year since my last game compo. They announce a theme Friday night and you have 48 hours to make a game with that theme. I competed in LD #23 and LD #25 using Game Maker 7 and I’m pretty happy with those games, but this time I’m changing it up and using HTML5.
The theme for LD #28 is “You Only Get One.” I don’t know what I’m making yet, but I know I want to use HTML5’s Local Storage to make sure you don’t get another “one” by reloading the game. I need to test if my HTML5 Local Storage, Canvas, and Audio methods work on all of my target browsers, so here’s a quick demo. What you type into it gets stored in your browser’s local storage and doesn’t get sent to our servers. Check back here Sunday night and I’ll post the finished product.
(In the original WordPress post, I embedded my HTML5 Test here. Tumblr doesn’t support HTML5 canvases in posts. That makes me sad.)
Source: Dr. Mo's Ludum Dare #28 HTML5 Test and a sound effect made in Bfxr