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#21 Smarty

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Posted 27 August 2011 - 09:14 AM

I'm genuinely so impressed at how fast the games loaded, especially the sound loading -- which is annoyingly slow on GM8.1 (unless you load it all externally).

Well, to be honest, the fact that the HTML5 game starts doesn't mean the sounds are all fully loaded. I've noticed for some games that the sound effects are not there until some time in the game. Doubly so for music. Chronic wrote something about loading resources externally and how you can check whether a resource has finished loading, but it looks like GM4HTML5 doesn't wait for this by default - at least not for sound.
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#22

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Posted 27 August 2011 - 09:30 AM

It depends on what your "target" platform is. If you're only interested in desktops and laptops, then you can code much as you have. If you want to include mobile devices, you will have to employ a few new tricks to keep the speed up. We are looking to see if we can automate some of these tricks, so that games would "just be faster", but this is complex, and may not work.

That said... if you code for mobile, it will also work quickly on desktops as well.

Over and above this, you should probably avoid things like "preciese" collision in GameMaker unless you really need it, as these are very slow. Games like Karoshi and TNTBF use preceise collision, and its the main reason they don't run well on iOS devices. Karoshi in particular could be quick on iOS if it was recoded a little.

I will be doing a series of articles on how to get better performance out of GameMaker, and these methods also work well on mobile... so stay tunned for them :biggrin:

...can check whether a resource has finished loading, but it looks like GM4HTML5 doesn't wait for this by default - at least not for sound.

Actually, we wait for enough data so that the sound can be played all the way through, but this doesn't mean its ALL loaded. The borwser is the thing that decides it has enough data, and that if we started playing now, it would stream in quick enough so as to have no interruption.

As to GM8.x, its not sound loading thats slow... it's DirectX audio initialisation. No idea what they're doing in there, but it appears to be driver/DX related, and out of our control - until we move DX versions in the future....

#23 Rossay

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Posted 27 August 2011 - 09:55 AM

Ahhh. That's great :D. I'm only interested in coding for computers anyway so that's good to know I can code much as I already do. Really looking forward to testing this now.
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#24 Desert Dog

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Posted 27 August 2011 - 10:32 AM

On level 6, if you walk out the bottom of the left side of the screen, you appear at the top-right on the other side of the room (so much different y coords)

Not sure if that's a bug, or just some 'karoshi' humor. :P

Yeah, this is cool stuff, here, thanks for sharing it with the community! Now gimme html5, please! :D
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#25 chance

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Posted 27 August 2011 - 10:54 AM

I will be doing a series of articles on how to get better performance out of GameMaker, and these methods also work well on mobile... so stay tunned for them :biggrin:

+1. It's great that you're making time for this. Tutorials from the software authors themselves usually give great insight about performance.

I'll be checking the YYG techblog.

Edited by chance, 27 August 2011 - 11:00 AM.

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#26 Aertcz

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Posted 27 August 2011 - 10:14 PM

I played the solitare and I was pretty impressed. My only question is, how does this work up against slow bandwidth internet such as Dial Up, or high latency connections like satellite or mobile broadband.

(Ive had all three)
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#27 Osmium

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Posted 28 August 2011 - 03:21 PM

Impressive! Works like a charm on my browser.
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#28 Brawl

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Posted 28 August 2011 - 05:12 PM

Excellent. Everything seems to be working very well. Bugs where minimal whenever I did some testing (testing was also minimal however. xD)

I hope to see more great progress soon!
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#29 mazimadu

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Posted 28 August 2011 - 09:33 PM

I tried embedding some of the games on my blog. There seems to be an issue with keyboard control using iframes. I tried They need to be feed but that only too mouse/touch input. So I embedded Skydiver mach II and it works fine, even on my Motorola ATRIX. The performance is comparable to the android version, but lags a bit with input.

Check it out here
http://mazi-madu.blo...to-be-feed.html

Edited by mazimadu, 28 August 2011 - 09:34 PM.

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#30 beatson

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Posted 29 August 2011 - 01:05 AM

Impressive. Can't wait to see what the community produce in HTML5.
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#31 IQbrew

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Posted 29 August 2011 - 01:10 AM

Karoshi likes to crash my browser.

#32 icuurd12b42

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Posted 29 August 2011 - 03:24 AM

Cool. TNTBF has sound under Firefox 6... but it is choppy
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#33 RekNepZ

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Posted 29 August 2011 - 02:00 PM

Pretty cool! They Need To Be Feed froze up the browser though (Google Chrome.)

Is there going to be a new site for posting HTML5 games? If so, will it replace Sandbox? (BTW, when will sandbox get updated?)
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#34

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Posted 29 August 2011 - 03:10 PM

New version of Karoshi has been uploaded. Now works properly on FireFox 6 and Opera! It'll also save your progress properly too!

New version of Simply Solitaire has also been uploaded. Down from 955K JS file, to 318K! Options page now works on FireFox!

:biggrin:


Slow bandwidth... well, it'll download the whole the game - pretty much, so should work ok. You can also flag them as "offline" play allowing you to play them when your not connected, which is cool as well.

EDIT: And now Maddening now plays the music as well! :ninja:

#35 NakedPaulToast

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Posted 29 August 2011 - 07:38 PM

Games working fine on Safari on iMac.

Solitaire remembers state of last game played. Cool.
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#36 Cyber-seeker

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Posted 31 August 2011 - 03:22 PM

Will those who already own Game Maker Standard also have to buy Game Maker HTML5?
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#37 NakedPaulToast

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Posted 31 August 2011 - 03:29 PM

Will those who already own Game Maker Standard also have to buy Game Maker HTML5?

GM Standard: $39.99
GM HTML5: $199.00 (discounted to $99.00 during Beta)

So you're wondering if buying a $39.99 product will get you a free $199 ($99) product? Do the math.
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#38 chance

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Posted 31 August 2011 - 05:09 PM

Will those who already own Game Maker Standard also have to buy Game Maker HTML5?

No. It's entirely optional.

You only have to buy it if you want to create browser-based games. :tongue:
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#39 round

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Posted 02 September 2011 - 10:40 AM

Hi,

I have a question about these six GM HTML5 games:
http://experimental.yoyogames.com/
:cool: ;)
I have played these six games in Chrome 13.0.782,218, I noticed that scrolling is smooth and there is no screen tearing in these games.
:cool:
Is screen tearing is solved in GM HTML5 games?
:rolleyes:

My computer is a slow dual core computer. The frame rates of these six games in Chrome on my computer:

Gravemaker: 60 FPS
Need to be Fed: 60 FPS
Solitaire HD: 37 FPS
Mr. Karoshi: 30 FPS
Maddening: 30 FPS
Skydiver: 29 FPS

These games run well on my computer. (only without music) I have a suggestion to YoYo Games. The game screens of Need to be Fed, Mr. Karoshi, Maddening and Skydiver are too small. I think that many GM users want to test how fast the HTML5 games of the HD versions of these four games are. Please also convert the HD versions of these four games to HTML5 games. Thank you very much!
:smile:
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#40 IsmAvatar

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Posted 04 September 2011 - 06:24 AM

I have to be honest, I was pretty impressed to find that Karoshi (and probably the other games, but I haven't tried them) actually worked on Ubuntu Linux through the magic of Firefox and HTML5. That's gotta be a first for Game Maker.
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