After receiving very nice comments from /u/Sharp_Philosopher_97/ on Reddit, adjusted the UI, added tutorial messages directly to the game background.
More changes to come!
After receiving very nice comments from /u/Sharp_Philosopher_97/ on Reddit, adjusted the UI, added tutorial messages directly to the game background.
More changes to come!
Thank you for your work! Used it in my game Unhurried: https://lwoleksii.itch.io/unhurried
I have checked the replay of your game (it records each play and you can share it too:)). It looks like there is some performance drop in the browser client as well. Because when the robot started moving, the first few seconds it almost was stuck. This is implemented purely on the client without any server sync. When I'm closer to finishing the game, I will look into possibilities to make the client code faster as well and hope it will help.
Thank you for the feedback!
It's actually possible that the issue in the underlying API for speech recognition. Despite the claim for lowest latency, I also observed a few rare long calls. I want to gather more feedback to see if it's a frequent issue.
I do understand that latency is the current tech limitation we have, but would prefer to decrease it to 1-3 seconds maximum:).
This week I posted the 1st beta version of my game. It's called Unhurried, because your goal is to "motivate" characters to complete the level as fast as possible.
The game is inspired by the idea to turn upside down our typical interactions with our game characters. Usually we just press a button and they do whatever is needed. But here, it does not always happen. I guess in this way the game can show us how interactions with people in real world happen, and why it's sometimes difficult for people to achieve even obvious goals.
From the tech side the game is written in JS with Phaser framework. And uses C#/.Net on the server. It calls Deepgram API for speech recognition and uses Open AI models to simulate characters.
There are funny effects with often improper recognition of the word "JUMP":).
For now, the game works fine in desktop browsers (except Safari), misses some form validations and proper error messages. But generally, it's possible to play it.
The game can be played on itch.io or on the home page, it's the same version:).
https://lwoleksii.itch.io/unhurried
So I'm very open to any feedback!
@leafo thank you very much!
This explanation showed that there are no restrictions on file types or how we load them that prevent HTML from loading. So I rigged a little deeper and it turned out that Phaser asset loader allows different path specifications when the game is hosted in domain's main folder, but more "strict" in terms of how it finds assets if the game is inside some other folder.
That's why the game worked fine locally on localhost and on it's website, but on itch.io where path is like "https://html-classic.itch.zone/html/10661524/dist/assets..." it failed.
I will change the code to make it work. Hope it can be useful for other people who might run into similar problem.
Thank you very much for your work! Using it in my small experimental game: https://unhurried.live/
Hello,
I want to publish an HTML5 game made with Phaser JS framework. The thing is, in order to display the game UI, I utilize Phaser functionality that extends DOM with HTML. I.e. a menu element of dialog is a separate HTML file which is loaded when needed.
However, when trying to load these files in the game published on itch.io, the server responds with 403. Other assets are loaded properly.
Could someone suggest what to do here please?
The game has not been published yet (as it won't work), but in case someone with escalated rights can check it, here is the link: https://lwoleksii.itch.io/unhurried