6 ms·
The Making of Underrun – A WebGL Shooter in 13kb of JavaScript
- bArray 8y agoGood game, but unfortunately I was able to get stuck on an edge. Player's upper left edge caught on wall's lower right corner. Perhaps the problem is in the collision checking: https://github.com/phoboslab/underrun/blob/master/source/entity.js#L32 https://github.com/phoboslab/underrun/blob/master/source/ent... If there's a collision in either X or Z, both should be rolled back to their last positions. I think there is possibly an edge case hidden in there otherwise. P.S. Nice code by the way.
- MrBuddyCasino 8y ago> I was able to get stuck on an edge. Player's upper left edge caught on wall's lower right corner Same here.
- phoboslab 8y agoShould be fixed with https://github.com/phoboslab/underrun/commit/2477c5a45f5be4db10be21f7afb37b32600b67f1 https://github.com/phoboslab/underrun/commit/2477c5a45f5be4d... Rolling back X and Z when any collision occurs would prevent you from "hugging" (i.e. sliding along) walls. The problem was that a near corner collision wasn't correctly detected when the player didn't collide in X direction in the last frame (last_x) but does collide in the current frame (t.x), allowing the player to move into the corner in Y direction. Thanks!
- AnnoyingSwede 8y agoAmazing work.. Love the lightsource following the projectile. Was the large pixels a compromize to keep the fps up? Anyway, amazing what you can do with 13k!
- O_H_E 8y agoNice Game & Code. Keep the great work up
- nergal 8y agoNice :) But I kinda hate you right now, because now you inspired me to develop games in 3D again, just when I'm in the making of 2D pixel-game ;) (Love the retro-3D feeling, very good work!)
- pjc50 8y agoReminds me of 64k shooter kkreiger: https://en.wikipedia.org/wiki/.kkrieger https://en.wikipedia.org/wiki/.kkrieger This one is a hybrid with some predefined (tiny!) assets and some procedural generation (instruments, texture placement).
- onion2k 8y agokkreiger was by Farbrausch who make some of the most incredible demos out there eg Quantum Mysterium from last year - https://www.youtube.com/watch?v=DAyQeX8a-Bw https://www.youtube.com/watch?v=DAyQeX8a-Bw - that's done in 48Kb of code.
- cecja 8y agoFor me nothing is gonna top Chaos Theory from Conspiracy. 64kb https://www.youtube.com/watch?v=ZfuierUvx1A https://www.youtube.com/watch?v=ZfuierUvx1A it's madness.
- vardump 8y agoA recent 8 kB intro "One Of Those Days" by Loonies is pretty funny and impressive: https://www.youtube.com/watch?v=fp0t2jCMGZE https://www.youtube.com/watch?v=fp0t2jCMGZE
- onion2k 8y agoWoah. Not seen that before. That's brilliant.
- dschep 8y agoThat's so awesome! Especially because it's inspired by Candide Thovex's One of those days. Link for those who aren't familiar(he also used CGI for some of the things that would be super dangerous, he skied the line, but people weren't actually there): https://www.youtube.com/watch?v=ygxufRprWpY https://www.youtube.com/watch?v=ygxufRprWpY
- vardump 8y ago
- markatkinson 8y agoWow this is phenomenal.
- kowdermeister 8y agoIncredible casual game in 13k, fun to play, looks lovely, challenging enough and runs smoothly on 4k full screen. Congrats.
- mirages 8y agoI wish for non qwerty support. Otherwise its genius
- 11235813213455 8y agoI just needed directional keys + mouse clicks
- pjmlp 8y agoLove it, the audio is great.
- wgx 8y agoAlso from the same year of the contest, Wander[0] is a 3D explorable world complete with grappling hook and save points! [0] https://js13kgames.com/entries/wander https://js13kgames.com/entries/wander
- hipjiveguy 8y agowander is awesome - i spent over an hour playing this great game... very nice!
- ArtWomb 8y ago>>> The game never needs to rotate any geometry Fixed geometry was the first thing I noticed ;) Could probably even increase level size manyfold and would still run quite smoothly. For large generated mazes. With this phenomenal skin-crawling sound design. Would make a very immersive "escape" labyrinth game!
- bluedino 8y agoVery cool. Has a guantlet vibe
- marijn 8y agoAwesome to see the stupid trick to abbreviate object properties that I came up with in 2010 [1] is still a living part of the mini JS demo scene. [1]: http://marijnhaverbeke.nl/js1k/ http://marijnhaverbeke.nl/js1k/
- vanderZwan 8y ago> the stupid trick Funny how "stupid" can be interpreted in multiple ways here. One entirely appropriate, the other very much not so. I certainly am not smart enough come up with a trick like that!
- make3 8y agodon't sell yourself short stranger
- deleted 8y ago[deleted]
- klohto 8y agoThanks for the article! Very interesting read. All of these challenges make me want to try something myself.
- errozero 8y agoGreat idea! I will definitely be using that trick for my next js1k attempt. I have previously defined shorter names but had to write out the original name once.
- hoppelhase 8y agoWhy is your post about your Coinhive authorship [0] gone? [0]: https://phoboslab.org/log/2018/03/about-coinhive https://phoboslab.org/log/2018/03/about-coinhive
- wanderfowl 8y agoThis is amazing, both in process and in result. Very well done, and a pleasant reminder that great things can come in small filesizes.
- Jyaif 8y agoFantastic project! A fun alternative for the players model that also takes little space is to slice up the model into horizontal layers. See http://www.like100bears.com/writing/2d-3d-in-gamemaker-studio http://www.like100bears.com/writing/2d-3d-in-gamemaker-studi... for example.
- billybolton 8y agoI wonder if this could be brought to the web in 97kb https://en.wikipedia.org/wiki/.kkrieger https://en.wikipedia.org/wiki/.kkrieger
- hessenwolf 8y agoReally good writing style. So much info in such short, simple sentences.
- Joyfield 8y agokb != kB
- ungzd 8y agoI love the idea of low resolution of "virtual screen", moreover it's reduced to 256 colors! It allows to use low-resolution textures, simple cubes and "billboard" sprites. I think this idea can be useful not only in demoscene, but in commercial indie games too. Usually indie developers avoid 3D altogether, not because of complexity of 3d engines, but because of complexity of 3d assets. With low-res "screen" you can hand-draw small textures, use sprites instead of 3d models, use rough 3d models and so on, so you can build a game without having large team of artists.
- lotyrin 8y agoGames seeking this property of low-cost art through pixelated graphics generally choose not to have a retro virtual screen though - which frees them to have different pixel sizes between different parts of the UI, place things precisely (even sub-actual-pixel positions!). I'd prefer they didn't do those things, but I'd also rather have these games get made than not get made.
- mscasts 8y agoWow this is one of the cooler projects I have seen for that little amount of code.
- lsiebert 8y agoHmm.. Seems to freeze on Chrome for me after the click to initiate deployment, and the console shows a javascript error.
- dddw 8y agonice game, beautiful audio... this guy helped with that http://no-fate.net/ http://no-fate.net/