It's an interesting adaptation of the game "Canyon Bomber", the new rules are very intuitive with the gameplay.
Unfortunately the fps was constantly low for me, I don't know if it was my connection (My internet is very slow these days), but everything flowed very slowly. I don't understand anything about the "libGDX engine", but it made me think that it was the large number of objects that caused the lag.
Even so, I was able to have fun as in the original game, with a little patience the number of objects decreased, this makes the fps much more comfortable throughout the game.
Hi, yeah I was expecting poor performance on a very experimental web assembly kind of packaging. It runs on TeaVM, and this lets you run Java based games as a Webassembly package. I was surprised it ran anyway. So this was my chance to learn Kotlin on top of Libgdx and WASM.
Libgdx is A very basic but complete Game Framework, similar to Cocos2D. I know Godot and Unity have better web support. I will look into it, but I like to go ‘low level’. But I might change that opinion once I have more focus on Game Design and Playability
Engines that use the Java language as a base are much more user-friendly compared to C#, for example. It seems convenient to use them in the context of learning and executing, and at least it worked, because the game is playable, and you can have fun.
Engines like Godot and Unity are much more competent for video games in general, but they are quite complex at times (especially when getting used to them at the beginning). I recommend taking a look when you feel more comfortable and want to do something more robust, they are really great when you understand them better, even so it's good to consider the engine that is most comfortable for you.
Comments
excellent idea for a local multiplayer game of taking turns to bomb the squares! it’s pretty fun, good job!
It's an interesting adaptation of the game "Canyon Bomber", the new rules are very intuitive with the gameplay.
Unfortunately the fps was constantly low for me, I don't know if it was my connection (My internet is very slow these days), but everything flowed very slowly. I don't understand anything about the "libGDX engine", but it made me think that it was the large number of objects that caused the lag.
Even so, I was able to have fun as in the original game, with a little patience the number of objects decreased, this makes the fps much more comfortable throughout the game.
Hi, yeah I was expecting poor performance on a very experimental web assembly kind of packaging. It runs on TeaVM, and this lets you run Java based games as a Webassembly package. I was surprised it ran anyway. So this was my chance to learn Kotlin on top of Libgdx and WASM.
Libgdx is A very basic but complete Game Framework, similar to Cocos2D. I know Godot and Unity have better web support. I will look into it, but I like to go ‘low level’. But I might change that opinion once I have more focus on Game Design and Playability
Oh, now I can understand, thank you!
Engines that use the Java language as a base are much more user-friendly compared to C#, for example. It seems convenient to use them in the context of learning and executing, and at least it worked, because the game is playable, and you can have fun.
Engines like Godot and Unity are much more competent for video games in general, but they are quite complex at times (especially when getting used to them at the beginning). I recommend taking a look when you feel more comfortable and want to do something more robust, they are really great when you understand them better, even so it's good to consider the engine that is most comfortable for you.
I enjoy the multiplayer dynamic you've added here. Really fun!