Sigh, reading about javascript hacks reminds me how horrible the application development environment for browsers is. Web browsers are fundamentally not designed to enable the development of complex modern applications. That needs to change if web-apps are the future.
I didn't see anything horrible being said about the development for browsers. The problems were mostly XNA functionalities that he hadn't implemented in his XNA to html5 converter.
These kinds of sprite based games have been around for decades and used to be developed on hardware orders of magnitude less powerful. The fact that such a thing would ever have performance problems on modern hardware is a joke and shows how backwards web development is.
I like to think that web development with all these new "features" enable people a nice playground to get hooked. While I'm disappointed that the there is no easy "mode 13" to get started with fun graphics programming, I'm optimistic that a platform is getting built that enables people to iterate on making things fun that will then drive people to go deeper in the stack.
Sorry about that, despite having CloudFlare caching in front of it, the web server completely fell over. It should be redirecting to a working mirror now.
Strange, my little 2.4 Core Duo was fine with it (~30fps) and typically does very badly with these games. For contrast Minecraft can cause this laptop to overheat and shut down if not using an additional cooling stand. Perhaps I don't need to upgrade after all!
In my experience it's basically impossible for a demo like this to run well without both a good GPU and a good CPU. Even when you use WebGL, rendering code uses a vast amount of CPU time compared with native alternatives.
I have no idea what do do with those rock throwing people.
The masked person bugged out and attacked me with no delay between his attacks - there was just a buzz of the sound effect being played and my character being taken from half health to 0.
That sounds like maybe the framerate was so low that the game logic wasn't keeping up with the system clock. I'm betting the AI is written to throw a rock once every N seconds, so if your framerate dips too low, he'll throw rocks pretty rapidly.
Do you know how fast it was running? I want to make sure you weren't actually hitting a bug in the translated code that I need to fix :)
Awesome port und JS/browser/canvas/webgl tech demo.
I think the gameplay is ok for a casual game (kind of doubledragon style and fun) but the overall style, the topic, the enemies, the beard, the story is not on par with the tech
If you had a generic implementation of all the libraries, you could probably do this automatically, but having the game source code and doing some tuning produces much better results.