BROWNY_09

LD29

Win/Lose

Lucid

Although this would kind of spoil it, I don’t mind. But in my game the player is lead to believe they are doing right. By choosing to ignore what they are told results in them escaping and winning. Picture below give a basic outline of how your choices take effect on whats happening.


Win/Lose

LD34

Unity Web Player vs Web GL

I have seem many entries still using Web Player only and not providing a Web GL version as well. Is there any particular reason people do this? I personally like the idea of having both there. Since I use Chrome and Web Player isn’t supported having a Web GL version is a necessity as I really can’t be bothered switching over to Firefox.

 

Thoughts?

Comments

Dejvo
20. Dec 2015 · 06:38 UTC
the reason is, that the WebGL builds can be really buggy and many people use older versions of unity where you don’t even have WebGL build. Also, their main browser is firefox and they can’t be bothered switching over to chrome. but if there’s unity web player only, open it in firefok and play. i have fount out, that it’s as fast as opening a new tab.
Frenchie
20. Dec 2015 · 07:09 UTC
I tried compiling my game to WebGL. It crashed in the first frame on a cryptic JavaScript error. I’ll take the battle-hardened web-player over the just out of beta WebGL build. I don’t want people thinking my game crashes because of bugs that I have no control over
thebrickanator
20. Dec 2015 · 08:10 UTC
If you don’t want to leave chrome I have discovered a replacement browser named ‘Citrio’ which is built from the same base as chrome and works exactly the same as chrome (retaining bookmarks, extensions, and account details) however unlike chrome it actually has support for these web players, has a 6x faster download speed, a video down-loader, and torrent client built in.
20. Dec 2015 · 08:28 UTC
WebGL simply doesn’t support all features yet.
20. Dec 2015 · 09:34 UTC
Also, Web Player does not work on Linux, Web GL does.
Efuvex
20. Dec 2015 · 09:57 UTC
I personally use Unity 5, and I love the concept of WebGL. It’s great to have something that is pretty much “pure web” – I can use it in any real browser without plugins or a web player for it. That’s as far as it goes though for me though. Firstly, its new, I haven’t used it extensively yet, and I’m sure few have as it was only recently upgraded from testing status. In my few uses of it, I have found it to be extremely slow – my projects run faster natively on my testing iPhone 4S (5 year old hardware?) than on WebGL on a high end MacBook Pro. Games have low framerate of any sort in my experience, and lastly I hate how buggy the fullscreen feature is. On web player you right click and go fullscreen – it’s out of the way, but it works – on WebGL (maybe just me) I find that the dedicated fullscreen button rarely works when clicked.
20. Dec 2015 · 11:03 UTC
WebGL wasn’t officially supported until 5.3, which was launched like 3 days before LD34, I tried to install it and got a few errors so didn’t want to deal with the hassle of using an untested version. Because of this I put out a WebPlayer build. I have since gotten 5.3 working and built a WebGL build and have tons of lighting/shadow issues, so its a toss-up really: have a version that works in everything but Chrome, or have a version that works in everything but the lighting is screwed up. :( Eventually when WebGL is “fixed” I’ll be doing all of my builds using that.
20. Dec 2015 · 11:59 UTC
Because WebGL is a poor alternative to the webplayer.
Ping78
20. Dec 2015 · 14:28 UTC
Though i like the idea of WebGL. It does not work (enough) yet.
FrozenCow
21. Dec 2015 · 01:43 UTC
My game’s gameplay element was to use light to grow bacteria. This uses spot-lights and normal maps. In WebGL lights just weren’t visible and normal maps did not work. The player wouldn’t know what to do.

I did thought of changing the ‘real’ light into sprites and just dropping normal maps, but that would certainly make the game look bad (or at least less nice).