The Ten Ten Seconders by Subi
SUPPORTED BROWSERS (all Windows):
Chrome - Runs perfectly (development platform).
Opera - Runs perfectly.
Firefox - Runs fine, but audio lags slightly.
IE - Runs fine, but audio lags quite a bit.
Safari - Runs appallingly, and the debugger crashes on half the breakpoints I set (latest Windows 5.1.7), so that'll have to wait. :P I THINK it's the setInterval problem, but it's too late to fix that now.
The game was written on and designed for a desktop. In particular you really need a mouse and keyboard (a touchscreen or touchpad probably won't cut it). Also, having just tested the game on my laptop, I just realised that 1280x720 is a pretty silly resolution to fix things at for a browser game. Showing my inexperience there. ;)
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You don't want any clever arty hipster musings on the ephemeral nature of existence.
You want TEN SECONDS OF BULLET HELL.
And it's RIGHT HERE!
The Ten Ten Seconders is named after the 2000AD series "The Ten Seconders". It's the first game I've completed for an LD (this is my second go), and is written in Javascript using my own framework.
You and nine other ships are given ten seconds of action each and left to it. Your remaining time is displayed on your ship.
WASD moves and the mouse aims and fires.
Moving costs you time, shooting costs you more time, but hits gain you time. Moving and hits also give you points.
No real graphics and no real sound (yay for sfxr!). I did half-write a tune but the game doesn't really last long enough to use it. ;) I was also thinking of giving each of the nine AI opponents different personalities, and adding some powerups like bullet wrap, extra time, etc. But the girlfriend and I have just killed a bottle of wine between us and I think I'll only make things worse. ;)
Pretty happy with what I've done. Yes, the code's a mess, but it helped me see what extra tech I need and I'll redo it properly over the next week ready for next time.
UPDATE 1:
* Fixed some keyboard issues with other browsers.
* Got sound working (badly) on IE.
* Sped up the rendering by replacing all context save/restore pairs with setTransform. This doesn't appear to have helped Safari however. :(
Chrome - Runs perfectly (development platform).
Opera - Runs perfectly.
Firefox - Runs fine, but audio lags slightly.
IE - Runs fine, but audio lags quite a bit.
Safari - Runs appallingly, and the debugger crashes on half the breakpoints I set (latest Windows 5.1.7), so that'll have to wait. :P I THINK it's the setInterval problem, but it's too late to fix that now.
The game was written on and designed for a desktop. In particular you really need a mouse and keyboard (a touchscreen or touchpad probably won't cut it). Also, having just tested the game on my laptop, I just realised that 1280x720 is a pretty silly resolution to fix things at for a browser game. Showing my inexperience there. ;)
------------------------------------------------------------
You don't want any clever arty hipster musings on the ephemeral nature of existence.
You want TEN SECONDS OF BULLET HELL.
And it's RIGHT HERE!
The Ten Ten Seconders is named after the 2000AD series "The Ten Seconders". It's the first game I've completed for an LD (this is my second go), and is written in Javascript using my own framework.
You and nine other ships are given ten seconds of action each and left to it. Your remaining time is displayed on your ship.
WASD moves and the mouse aims and fires.
Moving costs you time, shooting costs you more time, but hits gain you time. Moving and hits also give you points.
No real graphics and no real sound (yay for sfxr!). I did half-write a tune but the game doesn't really last long enough to use it. ;) I was also thinking of giving each of the nine AI opponents different personalities, and adding some powerups like bullet wrap, extra time, etc. But the girlfriend and I have just killed a bottle of wine between us and I think I'll only make things worse. ;)
Pretty happy with what I've done. Yes, the code's a mess, but it helped me see what extra tech I need and I'll redo it properly over the next week ready for next time.
UPDATE 1:
* Fixed some keyboard issues with other browsers.
* Got sound working (badly) on IE.
* Sped up the rendering by replacing all context save/restore pairs with setTransform. This doesn't appear to have helped Safari however. :(
Ratings
| Coolness | 64% | 3 |
| Overall | 2.95 | 676 |
| Audio | 2.26 | 701 |
| Fun | 3.16 | 362 |
| Graphics | 2.14 | 979 |
| Humor | 2.00 | 693 |
| Innovation | 2.80 | 674 |
| Mood | 2.45 | 781 |
| Theme | 3.11 | 620 |
I will carry on looking in the morning, promise.
Good game though - glad to see I'm not the only one doing a bullet-hell game in canvas :D
But i like it a lot :)
Still an enjoyable little game, had some fun playing with it .
Thank you all for playing!