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bazookaBen
searching PlanetScale…
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17 ms
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151.
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by
bazookaBen
15y ago
yup there was a bandwidth quota from AppEngine. I activated billing and it should work now
152.
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by
bazookaBen
15y ago
ok i allocated additional bandwidth, the game should be up and running with full music! Enjoy!
153.
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by
bazookaBen
15y ago
the music server overserved its quota. for a 300kb song file, it reached 1 GB pretty fast!
154.
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by
bazookaBen
15y ago
thx, updates made to the game! Key UP and Space now makes you jump.
155.
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by
bazookaBen
15y ago
thanks! it took a lot of integrating+checking+debugging, making sure the loading doesn't break halfway. Look and feel are my top priority
156.
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by
bazookaBen
15y ago
i think multiplayer requires some node.js magic. Don't have a clue how that works! the forums at ImpactJS had some discussions on node.js, will have a look
157.
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by
bazookaBen
15y ago
try ImpactJS! best thing that ever happened to me.
158.
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by
bazookaBen
15y ago
the thing is, if I make the screen larger, the game will lag (lower FPS). Below 45 fps, the game isn't that fun to play. I do realize that old NES games can be fullscreened any time of the day. Wish I could do that in my case.
159.
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by
bazookaBen
15y ago
advice taken!
160.
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by
bazookaBen
15y ago
tools: ImpactJS Google Appengine + Python for hosting and achievement system GIMP for graphics TextMate Switch for Mac (to reduce the bitrate for the audio files)
161.
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by
bazookaBen
15y ago
nope it won't load on an iPad. Sound is not well built on the iOS/Android browser, so I figured, if the game is going to suck anyway, might as well don't build it for mobile.
162.
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by
bazookaBen
15y ago
the game was tested on Chrome 10 Safari 5 Firefox 4 Opera 11 some users with IE9 reported some errors, I couldn't debug because i'm on OSX. Please let me know if there're any cheap methods to get an IE9.
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Show HN: made a html5 game, polished it many many times
(hotbazooka.com)
211 points
by
bazookaBen
15y ago
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114 comments