Topic:   The HTML5 GameMaker is Online!   (Read 12053 times)


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Gan


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Re: The HTML5 GameMaker is Online!
« Reply #15 on: January 29, 2012, 09:19:10 PM »
Games made in the HTML5 GM will work on all browsers.

The HTML5 GM just doesn't work in Internet Explorer.

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Re: The HTML5 GameMaker is Online!
« Reply #16 on: January 29, 2012, 09:31:55 PM »
well IE plain sux and I don't know a pc user who uses it, so thats okay :P
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Re: The HTML5 GameMaker is Online!
« Reply #17 on: January 30, 2012, 08:50:18 AM »
Will it work on firefox?
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Gan


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Re: The HTML5 GameMaker is Online!
« Reply #18 on: January 30, 2012, 09:24:04 AM »
Yep.

The games will work in all browsers, the GameMaker will work in all but Internet Explorer.

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Re: The HTML5 GameMaker is Online!
« Reply #19 on: February 03, 2012, 12:30:35 PM »
Update!

The HTML5 GameMaker's sound system has been upgraded. Gets rid of latency, makes it more responsive and allows "layering".
By layering I mean, imagine a mario game. And a sound plays as you pick up coins.
You run into a bunch of coins and you here "Dingdingdingidnidngidnigdngn". Those sounds are layered cause they play on top of each other as you pick up coins.
Before, sounds had to wait before playing again-"Ding Ding Ding Ding".

Enjoy!

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Re: The HTML5 GameMaker is Online!
« Reply #20 on: February 03, 2012, 04:33:44 PM »
I tested the sound in my musical collision detection program.  The reliability is improved somewhat, but the latency is still there.  The browser will fail to play the music file after calling PlaySound() and StopAllSounds() 14 times.  (It will, however, loop the sound indefinitely.)  I'm not sure that the file is really being saved in the cache.  I think that HTML5 GM is still requesting the file from the host server every time PlaySound() is called, and my host server (kiwi6.com) refuses to respond after the 14th request.

This isn't a problem for me right now, since my little program is basically a joke, and nobody is going to play the music 14 times.  But it could be an issue when we start making real games.  If you could only play a sound effect 14 times (or whatever the number is), then obviously that could be a problem.

http://gamemakersgarage.com/html5/HTML5-ShareGame.php?gameID=124


EDIT: Nevermind.  It was my fault.  I forgot to empty my cache.
« Last Edit: February 03, 2012, 07:53:37 PM by Circuit »

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Re: The HTML5 GameMaker is Online!
« Reply #21 on: February 03, 2012, 06:23:32 PM »
Alright...

First try emptying your cache.

For sound in the HTML5 Gm I'm using a library called SoundManager 2. It uses Flash to play sound and uses HTML5 as a fallback if flash won't work.
The reason I use this is because HTML5 audio(still in development) requires sound to reload for each play. While the flash only reloads once.

So try again, if it reloads for every time it plays, that means the flash part isn't working and it's falling back to HTML5.

Though I am going to attempt to beef up the HTML5 fallback to get rid of the reload.



By the way, you want me to insert that into your siggy? It's definition sig-worthy.

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Re: The HTML5 GameMaker is Online!
« Reply #22 on: February 03, 2012, 07:48:29 PM »
Alright...

First try emptying your cache.
I'm sorry, I should've done that when I read about the update.  I've been using the older version all day.  ::)  I just emptied the cache now, and the program works perfectly.  Completely responsive, no latency, no problems.

Quote
By the way, you want me to insert that into your siggy? It's definition sig-worthy.
Thanks, that would be great. :D

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Re: The HTML5 GameMaker is Online!
« Reply #23 on: February 04, 2012, 11:12:46 AM »
Being able to work on projects from just about any nearby computer is the coolest.
Oh yeah EDIT:
I thought of a way to make a failsafe for my images: upload them in two locations, use Gan's functions to say "If a resource isn't loaded, load it from the backup location".
Suggestion: Add features like clipping edges or something so people can use spritesheets like Space Marine does. Fewer files to upload and keep track of.
Another suggestion: Ask about having Kongregate host the files for games that go there. They'd probably agree, just have to work out how to set it up.
« Last Edit: February 04, 2012, 11:35:29 AM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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Re: The HTML5 GameMaker is Online!
« Reply #24 on: February 04, 2012, 12:57:13 PM »
Good ideas.
I'll add some IsImageLoaded and IsSoundLoaded commands. Maybe some event handlers if they load or fail to load. That way you guys can make a loading screen.

Also I'm sure Kongregate will host the game and it's resources.

Good idea on the sprite clipping. I'll put that on my list. Ability to define a transparent color as well as chop to draw only a piece of the sprite sheet.

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Re: The HTML5 GameMaker is Online!
« Reply #25 on: February 04, 2012, 03:43:43 PM »
A couple functions to change a sound's volume and to return the time a sound has been playing in ticks would be cool. You can sync a music game that way and keep it synced if there's lag because movements become a function of the time the song's been playing.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/