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Magnificent looking HTML5 game - "Project Blaze Zero" (scirra.com)
65 points by TomGullen on Jan 25, 2012 | hide | past | favorite | 42 comments



You know, in the Old Days, games were hard in order to siphon quarters from you. This appears to be hard solely to siphon my will to live.

Alright, one more try...

Seriously though, as far as constructive feedback goes: the final boss had too many sweetspots: areas where you could sit and avoid all fire without moving while firing back. I'd suggest making the enemy projectiles less numerous, but more demanding. Kill the sweetspots and reward movement, rather than punish it.


I agree with the abov post, but would like to add a solution to criticism:

Go back to a genre-defining game like the original Raiden or Ikaruga and actually sit down and play through and take notes on every enemy, attack and boss pattern and write what you like and dislike and of course the why.

I'm not saying copy them outright, just give yourself as a designer a better idea of the thought that went into these games originally.

On a side note, it's amazing what people are using HTML5 for these days!


Very smooth, great graphics. However, I'm still hoping to see an example of an HTML5 game that's more than a simple shooter.

Construct 2 looks like a great framework. There's a little background in this interview: http://www.html5grind.com/2011/07/12/construct-2-create-html...


Thanks for feedback on Construct 2, we've come a long way since that interview though!

I agree that games coming out now for HTML5 are still fundamentally quite simple, but every now and then one comes along that just pushes things a little further on like this one in my opinion.

It's only a matter of time before we see more sophisticated games, and I for one can't wait!


Looks nice. I was excited to give it a try. I'm on my company laptop, however, and the screen is only 768 tall. I had no way to view the entire environment which made the game quite challenging.

This is a big feature request, but honestly window sizing/scaling is something you want to handle early rather than late.

Or, you may just want to throw an error page up if people don't have large enough resolution capabilities.

Good luck!


Thanks for feedback, we do have support in Construct 2 for multiple screensizes: http://www.scirra.com/tutorials/73/supporting-multiple-scree...

However the arcade doesn't yet support things like full screen (but will at some point).


Maybe I missed something, but could you add a "Go back to Menu" or "Retry?" option so I don't have to refresh the page?

Very good overall though, I want to keep trying it out and beat it, hence my request!


Pressing Esc brought me back to the menu.


I had to turn off Quick Find in Firefox, but after that it was awesome


Dumb question -- is it possible to win? I can't beat the boss. :)


I actually found a spot just off-center almost at the bottom of the screen where you can't get hit by any of the boss shot patterns. Finding it almost instantaneously, I just realized I play way too many bullet hell shmups.

Otherwise, great looking game.


Yeah I did the same and it quickly became very boring as I just held down the x button. This issue is largely due to the bounding box set on the sprite being far too small. As long as you avoid a bullet through the center of the sprite, it doesn't register as a collision... There will need to be some tuning as well as without the safe zone, it would take far too long to defeat the boss. All in all though, pretty decent considering it was made using construct 2...


Having a very small (even one pixel) hit box for the player is actually sort of a tradition for this kind of game: http://www.significant-bits.com/the-1-pixel-collision-box

Having a safe zone in a boss fight is an issue though.


Can you suggest some of the old coin-ops of the same genre? I remember having lots of fun with many but can't, for the life of me, remember any of their names. All that comes to mind is Ikaruga, but that was on the GameCube or whatnot.


Yeah, Ikaruga was a classic. For very traditional "bullet hell" stuff, I recommend you start with the Touhou Project (a million games, all of them are essentially the same thing). I've also been playing a lot of Jamestown lately. Unfortunately, I'm running on very little sleep and nothing is else to coming to mind, but definitely check those out.


Ah, thank you. I'm not looking so much for bullet hell stuff, there were less bullets than this, but I remember ground vehicles you could destroy, nice graphics (maybe on the Neo Geo?), powerups, things like that. It was a military installation-themed thing...


I was about to ask this question. I also can't figure out if the powerups stack or if they're distinct. I wonder if it's possible to win if you get all of the powerups without dying.


Yeah, the blue laser feels more powerful than the third wide powerup.. but there's a point with the boss where the only place you can be without any chance of getting hit is off to the side, so I bet the third powerup is good for that. (If you don't hit the boss, it doesn't change firing pattern.)


Ah, I just won. Pretty sure the trick is indeed to not die while collecting powerups, and then not die while fighting the boss; I didn't lose any lives. I had to use all three bombs on the boss, there seem to be three places where there's no way to avoid a hit without the bomb.


Yes. There are at least two places you can just park the fighter during the boss.


I always sucked at bullet hell games, but this one definitely looks good. Only uses 50% of a CPU, and runs very smoothly on my machine (Arch64/Chrome).


Devil's advocate:

1. What's the advantage of doing this in HTML5 vs Flash? This is not a game I can play on a touch screen device.

2. Why should customers get excited about a game that would have looked pretty average even in the 1990s? Nobody cares that it's HTML5.


On my computer, this game seems to run at a much higher framerate/smoothness rate than anything I've ever seen in a Flash game.

I could just perceiving that because I'm an HTML5 nerd though.


This game uses WebGL, so it should run faster than anything software rendered


What would be the advantage of doing this in Flash instead of HTML5?


Development time. Flash has a broader range of libraries and tools to accomplish this much faster than in html5. Also, the game doesn't run on my iPhone because it can't support sending key-presses, it's stuck on the intro screen. The clouds that are being animated are moving a 10th of the speed compared to the desktop version.

My question is, by the time that smart phones become fast enough to run stable versions of these html5 games, won't they also be able to handle flash games with relative ease as well?


Flash is more widely supported


[Citation Needed]

Chrome supports HTML5, and there are a lot of Chrome installs out there.


Do you have a source for that? Interesting in seeing.


I just looked up analytics of a very popular website (13M monthly)

Flash is supported by 93% of the visitors.

HTML5 = 50%.


A more interesting question is HTML5 penetration in your target market - rather than general usage, it would be interesting to look at the analytics from an established Flash Gaming site.


Stats from igre123.net (flash gaming site) we run: about 1.5m uniques/month: chrome: 38%, firefox (mostly v8&v9) 37%, IE 20% (v8 62%, v9 23%, v7 9% & v6 4%). So >80% HTML5. I can't find data for flash it the new analytics. But last time I checked (when I was stil able to) it was high, almost 100%.


Which website? That can make a huge difference. Audience, demographics, country etc can all lead to a huge bias on the results.


In the very short term, there are few advantages of Flash over HTML5/WebGL.

In the medium to long term, HTML5/WebGL becomes a much more attractive prospect. Desktops are mostly covered already. Most mobile phones browsers should support WebGL in the near future (FF mobile already does). Plus any connected TV with a browser will support it. Suddenly your installed base looks a lot more healthy.

The thing to remember about the quality of the games you are seeing is that games take a quite a long time to make (6-24+ months) and this technology has only been mature enough to use for around 6 months. We're really at the very beginning of the road for WebGL games.

Also, this game is created in Construct 2 which advertises itself as a 'no programming required' game making tool. It's not surprising that the games are simple if it is entirely general purpose code.


Oh cool, it's Tyrian!


3 (sic, three) FPS here-- Linux Mint 12 amd64, Firefox 9.0.1, nvidia Go 7300 with 512MB RAM and 4GB system RAM. Also only about 60% of the frame is visible at a time on my 1280x800 display.


Go to about:config , what are the values for the webgl.disabled and webgl.force-enabled?

If webgl.disabled is true set this to false. If that doesn't help you could try forcing it to be enabled.

Also, do you have the most up to date graphics drivers? This could be another thing to consider.


webgl.disabled is false by default. I switched the force-enabled on but it dodn't make any noticeable difference.

I should have mentioned I'm using the nouveau driver. I get slightly better performance with the proprietary nvidia driver. In my experience most games will either work about as well with nouveau or not at all.


Seems to perhaps be a problem with WebGL and that particular driver perhaps, someone has a similar problem on this page: http://www.reddit.com/r/gamedev/comments/mk7sf/creating_pseu...

Nouveau looks like a cool project, it's probably worth raising it with them as WebGL is going to be important in the future.


I'm using nouveau and Firefox 9.0.1, and I get >30 FPS.

GT218 [NVS 3100M] xorg-x11-drv-nouveau-0.0.16-27.20110720gitb806e3f.fc16.x86_64


you should run glxgears to see what your fps is. it would also tell you if you're using software rendering or not.


GLX gears is a pretty unreliable benchmark: I've gotten anywhere from 300 to 600 FPS on this machine at different times. I usually get around 90 FPS when playing fairly recent games like Modern Warfare 2 (on windows). Perhaps you meant glxinfo, which reports whether direct rendering is enabled (and it is).




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