Alink, I should have probably given a note of that, the faster you pick up the flowers the more cover you'll get as you will crap out rocks when you're hit and when you pick up a flower (about 33% of the time)
Catmoo - sadface! I hoped by using an off the shelf engine I'd be able to mitigate such issues, I'm going to guess it's due to the sound support in IE9 as I had to explicitly disable it on mobile devices for the same reason.
I'm glad you apparently pulled out another browser to give it a real go :)
Cool :) Works quite well, like a combination of snake plus space invader bullet dodging. One minor bug: I couldn't get to one of the flowers at one point because it spawned between two close-together rocks.
763 points. Enjoyed it a lot! Haven't played centipede before but the reversal of it is appearently a snake game with some spaceship shooting at you. It was addictive and the difficulty was well-adjusted. Was there sound used in the game? Cause I've heard it in the beginning and it stopped after that.
This was amazingly fun. It only fired one SFX and then was silent for the rest of the play (Chrome). Always nice to play a complete game during the compo.
Dark acre jack, yeah - I'm really not happy that impactjs hasn't seemed to sort the browser audio out as well as I have in the past when doing it manually - lesson learned :(
I started the game thinking how i can win if i'll aways lost the tail, but the main objective in not "grow up" as the common centipede game. Very good mechanics.
+1 for being the first HTML5/JS entry I've seen besides our own. Runs fine! (Except for the audio issue.. yep, I did it manually.. there's a trick to it.. and you need OGG for Firefox and MP3 for everything else, unless you use uncompressed WAVs. But it's manageable :)
Great gameplay! Graphics are nice too. My high score was a (pathetic?) 518. Overall, a very solid entry!
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I did experience some sound problems in Chromium in Linux (audio just stopped altogether eventually).
I've experienced this before with HTML5 audio. Here's my advice: with ImpactJS include MP3, OGG, and M4A files for all your sounds and use the SoundFile.* syntax to load them. Also make sure to enable M4A support with ig.Sound.use (check the docs); I found this is required for the newer versions of Safari.
Lastly, if your audio files are very short (< 100ms or so) try "padding" them with 100-200ms of silence at the end. This will not increase the filesize by much at all. I've solved almost all of my sound problems cross-browser by following those steps.
Hi Namuol - thanks for the pointers, I'm using the .* syntax and that's why Firefox falls over (apparently). I'm only using MP3 and OGG though, perhaps I should have tried M4A as well as that would have helped with my Safari issues.
The audio files were indeed very short, I haven't heard that padding advice before so I'll give it a go next time - thanks.
(The way I fixed my audio issues last time was to Base64 encode all the data and keep them as Data URIs, that means that they don't need reloading all the time and I think that probably mitigates the issue you're talking about with regards to small audio sizes too)
@robashton -- the Base64 encoding trick is very clever. You could "bundle" sounds in a single .js that way. This never occurred to me. The same goes for images. *mind blown*
Simple and enjoyable. I thought you did a very good job on the difficulty scaling. I went from "This is too easy" to "oh shit oh shit" in an effectively short amount of time.
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Also thought I'd say I couldn't get it to run in IE9 :)
I'm glad you apparently pulled out another browser to give it a real go :)
Pretty cool concept, fun to play for a while :)
My game has leveling up too it really adds alot to the game, that was a nice touch.
Would be great if it was 2 player, with one playing hero, one playing villain.
When I did it manually, it worked fine - I guess impact is a bit buggy - will be reporting on the forums!!
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I did experience some sound problems in Chromium in Linux (audio just stopped altogether eventually).
I've experienced this before with HTML5 audio. Here's my advice: with ImpactJS include MP3, OGG, and M4A files for all your sounds and use the SoundFile.* syntax to load them. Also make sure to enable M4A support with ig.Sound.use (check the docs); I found this is required for the newer versions of Safari.
Lastly, if your audio files are very short (< 100ms or so) try "padding" them with 100-200ms of silence at the end. This will not increase the filesize by much at all. I've solved almost all of my sound problems cross-browser by following those steps.
The audio files were indeed very short, I haven't heard that padding advice before so I'll give it a go next time - thanks.
What framework did you use (ImpactJS?)