You're not wrong, although it's been said by Yoyogames that WebGL was planned to be implemented at some point if it hasn't already. I hope this is the case.Atomhead wrote:Nice one! I'm interested to see how fast you can get it to run. I haven't tried HTML5 yet but from what I gathered it's slow, and doesn't supportRozyrg wrote: I have settled on an idea for my soon-to-possibly-exist GM: HTML5 project, too... already drawn a bunch of graphics for it and everything, yay!
WebGL (which is supposed to be something that could make browser games run like desktop apps - without external plugins).
Also sound is said to be really immature in HTML5.
Best of luck though!
Also, the actual performing speed of HTML5 apps is heavily dependant on your browser. I find all of the HTML5 apps I've tried run fullspeed on the latest version of Google Chrome, which is unrivalled in HTML5 performance. As for sound, GM's bad sound + HTML5 bad sound = something like this, so I'd probably avoid having background music entirely or just using it sparingly in some parts (there are good games that do this although no shmups that I know of, don't let that put you off though).
A sidenote: Going by the last post on Yoyogame's front page surely they've started if not have already implemented various optimisations to GM:HTML5 for the standard runner as well as the HTML5 runner since they've got GM working for one of these things in mind. If a GM game can run on a 700 Mhz Linux box the size of a credit card then surely when GM:HTML5/GM Studio/GM9 hits retail we can expect to have most of these issues completely solved and improved over 8.x releases for sure.