GL Invasion - WebGL Shmup

A place for people with an interest in developing new shmups.
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brocoli
Posts: 8
Joined: Wed Jul 04, 2012 3:49 pm

GL Invasion - WebGL Shmup

Post by brocoli »

Hi!

I'm creating a shoot'em up entirely in JS / WebGL, and was wondering if someone would want to test it a bit (some thoughts about fps, difficulty, graphics, contrasts, etc). Still coding Boss though, I suppose I'll have it during this week.
Final demo will contain only one level, and probably I'll put code on GitHub, so others can mess around with, or even create a real game (should be amazing).
When finished I'll share it around here of course :D
Cheers!

http://twitpic.com/a3qc24
Image
Last edited by brocoli on Tue Jul 10, 2012 9:51 pm, edited 1 time in total.
brocoli
Posts: 8
Joined: Wed Jul 04, 2012 3:49 pm

Re: WebGL Shoot'em Up beta

Post by brocoli »

Ops, seems was not of much interest... :(
Anyway, here it is a first playable version!

http://jordiros.me/glinvasion

Best with Chrome, needs WebGL

Image
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BPzeBanshee
Posts: 4859
Joined: Sun Feb 08, 2009 3:59 am

Re: GL Invasion - WebGL Shmup

Post by BPzeBanshee »

Development is a subforum with very little attention given towards it. Do not let this dispel you from posting though!

I'm going by the screenshot and platform and say that the requirements are quite something eh?
brocoli
Posts: 8
Joined: Wed Jul 04, 2012 3:49 pm

Re: GL Invasion - WebGL Shmup

Post by brocoli »

Yes, WebGL / JS is not like C++ and needs quite more CPU... but it's like a proof of concept to show it can be done. Also lots of optimizations still pending (like drawing all in a single batch, or quadtree for collisions, but have not much time for this).
Thanks!
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BPzeBanshee
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Re: GL Invasion - WebGL Shmup

Post by BPzeBanshee »

I'm happy to hear there's still room for improvement on that regard.

For the record, I tried this on my better computer using Chrome and it ran pretty well....until the hoarde of enemies with all of those background-distorting bullets came along. I'm guessing the visual effect might be a factor there, though it probably helped that Chrome was running it as opposed to Firefox.

One question: is there meant to be sound? I couldn't hear anything on both runs but I'm guessing that's because you haven't put any in yet. I realise I'm sounding incredibly critical, but it's just that HTML5-based stuff gets various results from people here so I like to make sure I know exactly what I should be expecting in case I report a bug that doesn't actually exist. :P
brocoli
Posts: 8
Joined: Wed Jul 04, 2012 3:49 pm

Re: GL Invasion - WebGL Shmup

Post by brocoli »

Yep!

I think the distortion doesn't spend too much GPU at all, but I could add an option to disable for people with lower end equipments.
About the sound, I have a version on my PC, but navigators are still not much fine with the sound tags and it's quite buggy... plus I don't have nice sounds, so it's silent atm. Will try adding sound with a hidden flash component, some people use this solution
At the moment, what people complains more is that is "pretty" difficult XD
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BPzeBanshee
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Joined: Sun Feb 08, 2009 3:59 am

Re: GL Invasion - WebGL Shmup

Post by BPzeBanshee »

Yeah the difficulty was pretty high, especially considering you've got a one-hit = game over thing that probably isn't the best idea for final release unless you plan on going Akaschicverse and implementing a shield setup that actually works. I namedrop that title because it's the only game I've seen where such behaviour actually works - I highly recommend you try it.

Good luck polishing this, man. It seems well on its way to getting good, just gotta get those factors solved and something really cool for gameplay. :)
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mice
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Re: GL Invasion - WebGL Shmup

Post by mice »

Had a go at work today and it kicked my a**e hard.
On my slow computer here at home, it's quite easy. :wink:
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