Re:Show HN: I ported an XBox Live Indie Game to HTML5 in 2 d...
by sawyer on Saturday April 14, 2012 @09:49AM
(#3840827)
Haha same here regarding the rock throwers - they should definitely stagger when heavy hit or something.
Technically the port was flawless for me, performance was good on 2.2GHz i7 Macbook Pro / Chrome 18.0.
edit: The unlock full version button didn't work for me (not sure if that's a technical issue or deliberate because it's not implemented yet.)
Re:Show HN: I ported an XBox Live Indie Game to HTML5 in 2 d...
by kevingadd on Saturday April 14, 2012 @01:51PM
(#3841512)
The unlock link opens a popup, so that probably got blocked by your browser.
Re:Show HN: I ported an XBox Live Indie Game to HTML5 in 2 d...
by kevingadd on Saturday April 14, 2012 @06:42PM
(#3842194)
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 :)
Re:Show HN: I ported an XBox Live Indie Game to HTML5 in 2 d...
by sixcorners on Monday April 16, 2012 @12:52AM
(#3845966)
I didn't play it much but the bug did only happen once.
It runs at 60 f/s.
Seems like some debugging keys are enabled. Currently L and Q skips the current level and P freezes the game.
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.