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An example of what can be done with it - https://melongaming.com/games/melonjump/ https://melongaming.com/games/melonjump/ (hold the left mouse button down and
by onion2k 4y ago
An example of what can be done with it - https://melongaming.com/games/melonjump/ https://melongaming.com/games/melonjump/ (hold the left mouse button down and move your mouse to play).
More here https://www.melongaming.com/en/Games https://www.melongaming.com/en/Games
- pmontra 4y agoThese demos highlight the pro and cons of the various input devices. This melonjump game is much harder to play with a touchpad than with a mouse. The platformer demo isn't, but that's mostly a keyboard game. The whack-a-mole game is much much easier with a touchscreen than with a mouse or a touchpad.
- jebarker 4y agoThat's a really fun game!
- ermir 4y agoReminds me of the classic Orsinial Winterbells: https://www.crazygames.com/game/winterbells https://www.crazygames.com/game/winterbells Maybe you can also integrate the accelerometer on phones for a compact and more fun example?
- thifhi 4y agoThis reminded me of my implementation for a university course where you played by tilting your head to the left and right with the help of an accelerometer embedded earbud. Everyone got nauseous after a couple runs but it was very fun indeed :)
- nassimsoftware 4y agoThe thing I noticed with most JS game libraries is their inability to display text without being slightly blurry. Is there a fix to the issue? I noticed this in the game you linked as well.
- plopz 4y agoMy guess is that this would be caused by rendering text into a canvas and then scaling the canvas to fit the window. That example is rendering at 640x960 regardless of the screen size.
- ramesh31 4y agoText rendering, manipulation, and searching, is one of the key issues holding back canvas adoption as a whole. The DOM is still king here.
- incrudible 4y agoText rendering quality is not as bad as it used to be, pretty much on par with DOM. In any event, if you do not scale canvas resolution by devicePixelRatio, the result will be blurry on most devices these days.
- MCArth 4y agoTbh when making a web game you'd be better served using standard web UI in tandem with your game even if canvas text wasn't blurry. Web libraries (react, etc) are very advanced and it'd be incredibly hard for a js game engine to match them for UI
- dxhdr 4y agoDisagree; updating the DOM is incredibly slow and will kill your games performance.
- robust-cactus 4y agoDepends how often you're updating the DOM and how
- MCArth 4y agoAs long as you don't read your writes and use transform for animations it won't cost you more than 0.5ms to 1ms per frame (could it be better? Sure. But developer productivity is important.) I use react in my game platform bloxd.io - which I work full time on - and I couldn't be happier
- jlokier 4y agoJust a bit of friendly feedback. On my Android phone, the game didn't work in Firefox or Firefox Focus for me (the browsers I use normally). Music sounded good and initial screen looked good, but touching the screen had no effect. On Samsung Internet it worked fine. If MelonJS is handling the mouse/touch events, maybe all games are affected.
- PinkMilkshake 4y agoAnother good one is Super Kaiju Dunk City. [1] [1] http://radmars.com/superkaijudunkcity/submission/ http://radmars.com/superkaijudunkcity/submission/