Time to whoop some gremlin ass
Wednesday, July 20, 2011 6:42:00 PM
It's time for another development snapshot of our Emberwind HTML5 port. There has been heaps of features going into the game since last time. The trigger system that just missed the mark in the last snapshot was pretty vital in getting a lot of these features in. With that in place we've been able to add ladders to climb, gremlins to smack about and caves to explore. Getting the in-game sound and music going as well really helps with the game feel.
I'm actually going to praise Apple for iOS 5 a bit later in the post so let me just even that out right here and now. Safari on Windows and
... Apple, what the hell, get your shit together!
The fact that neither Safari nor IE9 still supports ogg is also a bit disappointing. As is Apple's
It sort of makes sense, but when you think about it it's a bit arbitrary... what's the difference between a 1Mb sound file and a 1Mb image? The net effect is that we had to turn sound off for iOS. Safari, IE and Chrome seems to have quite some problems seeking reliably in audio as well, but I'm not going to state that as a fact as we haven't spent too much time debugging it yet. It does work like a charm in Opera and Firefox though which at least leads me to think there are bugs in the other browsers (At least I know for a fact there's one in Chrome).
To prevent unsolicited downloads over cellular networks at the user’s expense, embedded media cannot be played automatically in Safari on iOS
Running the demo on my iPad, freshly installed with iOS 5 beta 3, it clocks in at about 5-6 fps and I've heard someone at the office running it on a Galaxy Tab at ~7 fps. That can be compared to the <1 fps on the iPad before installing iOS 5... way to go Apple! Now let's just get WebGL going on that thing and I'll start wearing an Apple tee to work! (If you send me one that is). I just gotta say I love the way Apple has integrated the "Add to homescreen" stuff on iOS. The demo has the required meta tags, so if you add it to your homescreen you'll get the nice icon and the fullscreen experience. Nicely done Apple!
The controls for this snapshot are arrow-keys to move, space to attack, left control to enter/exit caves and escape to exit to menu. If you have a touch screen there are buttons right in your face that you can't miss.
There's a little bit more gameplay in this build. It's not the real game objectives, but at least it's something. Seek out and smack all the gremlins you can find over the head!
If you like to see the FPS-counter slap a ?fps to the end of the URL.
The really neat thing about this whole project is that when you use browsers to create real content (in a way that hasn't been done much before) you find a lot of browser bugs. And being a browser dev yourself you really shorten the turnaround to getting those fixed since you know exactly who to prod (yes I'm talking about you Bratell). And it's not just for the benefit of Opera. I found a WebGL bug in Chrome today as we were preparing for the demo. Testcase is coming soon Ken!
All right, I think that's enough of my jabber. Press F11 and go try the demo!