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Browser game: Megaman X: Nightmare

Home Forums Projects Browser game: Megaman X: Nightmare

Viewing 14 posts - 1 through 14 (of 14 total)
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  • #84771
    c4cc
    Customer

    Introducing my long-awaited, free-to-play browser game…
    :rose:

    Megaman X: Nightmare

    Here is my browser game’s trial product I spent roughly 1 1/2 years working on. Please note this trial product’s only available for the pc, and I plan to implement a mobile version for devices like phones and tablets. Also, notwithstanding the lack of game stages, I’m aware this website’s currently not completed. Currently I’m editing and updating it.

    Naturally, there will be new stages, gameplay, characters, features, etc. implemented in the near future, so follow Megaman X: Nightmare for more exciting updates.

    Any feedback and suggestions is welcome.

    Hell, I might even work on new browser games too in the near future.

    (next post: credits)

    • This topic was modified 2 months ago by c4cc.
    • This topic was modified 2 months ago by c4cc.
    • This topic was modified 2 months ago by c4cc.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #84774
    c4cc
    Customer

    I’d like to credit the following freeware, parties and individuals for enabling and aiding me in developing this browser game Megaman X: Nightmare:

    Freeware:
    Blender – the fundamentals of producing 3D models and procedural light effects, obviously the backbone of my browser game

    GIMP – rendering texture versions of Blender procedural/lighting effects which are not easily supported in Verge3d. A crucial supporting role in expressing procedural effects in my browser game

    SoundSnap, Pixabay, and Sound Spriters Resources
    – providing free sound effects for my browser game

    Parties:
    Verge3d – publishing Blender, Maya and 3DS graphics, models, etc., onto web browsers while enabling user manipulation of those. Two particularly important features of Verge3d is cloning animations as separate new animations to assign to other objects, while optimizing processes to reduce cpu load thus increasing loading speed of scenes.

    All at a reasonable discount which is helpful for beginner startups like me

    Shinjiru – an offshore web hosting provider that offers reasonable web hosting services especially in terms of storage and processing/loading speed at affordable prices (some say Shinjiru also hosts free speech content too)

    Individuals:

    Verge3d Staff:
    Alexander Kovelenov
    Yuri Kovelenov
    Mikhail Luzyanin

    Verge3d forum users:
    QiangGe and bigmike814
    for attempting to solve my fullscreen user issues while QiangGe mentioned global window variable or listening for container events, which pointed me in the right direction

    Pandern for helping me with HTML/CSS issues, while solving a fundamental problem with “window” objects’ variable values in puzzles.

    xeon
    helping me produce temporary flashing emission material. xeon also has useful tips regarding spritesheets.

    kdv in particular helped me in many many crucial areas, such as basic player movement, objects in lists either being removed or acting individually, flowing emission materials, and preventing unwanted color change in shape keys, while clarifying various important supporting topics.

    Forgot to mention: kdv mentioning use of armature to animate a single object instead of animating multiple parts simultaneously was a huge game changer, too.

    Yuri Kovelenov suggesting vertex colors to reduce load times and video memory also helped as well

    and to anyone else I accidentally left out, thank you as well.

    A big shout out to those of you for helping me during the development this browser game. Hope you guys can enjoy the fruits of our efforts and stay tuned for more exciting news and updates from Megaman X: Nightmare!

    :yahoo:

    • This reply was modified 2 months ago by c4cc.
    • This reply was modified 2 months ago by c4cc.
    • This reply was modified 2 months ago by c4cc.
    • This reply was modified 2 months ago by c4cc.
    • This reply was modified 2 months ago by c4cc.
    • This reply was modified 1 month, 4 weeks ago by c4cc.
    • This reply was modified 1 month, 3 weeks ago by c4cc.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #84779
    xeon
    Customer

    Congratulations on getting your trial functioning. I know a lot of hard work and learning went into it. I am really thrilled that you got so much help on the forums. Played really well….look forward to your next release.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #84781
    c4cc
    Customer

    Thanks for the praise xeon. Here’s a game asset I will implement in the future

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #84782

    looks cool! :good:

    Chief 3D Verger | LinkedIn | X

    #84784
    Pandern
    Customer

    Really cool!

    The game mechanics and animations work quite well. The movement was a bit fast in fullscreen mode on my UWQHD monitor, but fine in normal mode.

    Looking forward to see next steps in the development.

    If I may, I do have some suggestions for improvements:

    You have a print to consol puzzle that triggers every frame it seems:
    screengrab

    console.log(dictGet(EnemyUnit_JetGreen_Stats, EnemyUnits_JetGreen_BattleStats));

    You should disable that one.

    The two background images t0.png and test.png is causing the loading time to be over 1,5 minutes on my 100Mbps line. 9600×5400 may be overkill for background image and PNG is a format that creates heavy files. Combined they are over 42 MB. I converted them to lossless webp and they are only 2,85 MB. See attachements below.

    • This reply was modified 2 months ago by Pandern.
    #84788
    c4cc
    Customer

    Thanks for the praise, guys.

    You have a print to consol puzzle that triggers every frame it seems:
    screengrab

    console.log(dictGet(EnemyUnit_JetGreen_Stats, EnemyUnits_JetGreen_BattleStats));

    You should disable that one.

    The two background images t0.png and test.png is causing the loading time to be over 1,5 minutes on my 100Mbps line. 9600×5400 may be overkill for background image and PNG is a format that creates heavy files. Combined they are over 42 MB. I converted them to lossless webp and they are only 2,85 MB. See attachements below.

    Also appreciate the feedback here. I disabled console.log(dictGet(EnemyUnit_JetGreen_Stats, EnemyUnits_JetGreen_BattleStats));,

    and I’ll implement the test_copy.webp and t0_copy.webp background pics.

    Thanks again for the praise and the feedback. I’ll optimize this app as best as I can for minimal loading time, minimal app file size and smoothest user experience possible.

    :good:

    • This reply was modified 2 months ago by c4cc.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #84790
    c4cc
    Customer

    The two background images t0.png and test.png is causing the loading time to be over 1,5 minutes on my 100Mbps line. 9600×5400 may be overkill for background image and PNG is a format that creates heavy files. Combined they are over 42 MB. I converted them to lossless webp and they are only 2,85 MB. See attachements below.

    I replaced the current background with the test_copy.webp and t0_copy.webp and the app feels faster now.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #84792
    Pandern
    Customer

    Yes, it is faster now.

    Total loading time for me is 25-30 seconds when refreshed with CTRL+Shift+R.

    Edit: down to 15 seconds on new tests. Normal reload/refresh is below one second.

    • This reply was modified 2 months ago by Pandern.
    #84799
    kdv
    Participant

    it’s too fast on 60 Hz monitors at 60 fps in the fullscreen mode. looks like you tested your game only with your 144 Hz monitor :unsure:

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #84800
    c4cc
    Customer

    Thanks for the feedback kdv. So I reduce the fullscreen speed right?

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #84803
    c4cc
    Customer

    The two background images t0.png and test.png is causing the loading time to be over 1,5 minutes on my 100Mbps line. 9600×5400 may be overkill for background image and PNG is a format that creates heavy files. Combined they are over 42 MB. I converted them to lossless webp and they are only 2,85 MB. See attachements below.

    Wait, how did you extract those background images as image links? AFAIK we can’t download blend files when they’re web hosted as apps.

    Edit: how I did so was right clicking “inspect” on the iframe

    Then reloading after clicking on “network”

    Then I clicked on the desired image

    • This reply was modified 2 months ago by c4cc.
    • This reply was modified 2 months ago by c4cc.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

    #84807
    Pandern
    Customer

    yes, you can use inspect, but easier to just press F12 to open dev tools and go to network tab, sort by time and select the item. The URL is in the headers tab.

    screengrab

    • This reply was modified 2 months ago by Pandern.
    #84844
    c4cc
    Customer

    For mobile devices (phones, tablets) to play this game on mobile browsers, how do I enable keyboard use for?

    Will javascript for pc/laptop keyboard/mouse input apply for mobile devices?

    Another problem is, Virtual Keyboard API is only available on chrome and edge.

    FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e

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