These look great! :D Glad you found my work useful! I don't know if you saw it but I also uploaded a collection of characters, tiles, items, etc that follow a similar style as the green cap character. It's called "isaiah658's Pixel Pack #1". There might be more useful things in it for your game. It's all licensed as CC0.
I'm not sure about the double buffering but requestAnimationFrame is closest thing to vsync. You could read up on it more to get all the technical details. Basically it's requesting that the frame be drawn when the screen is refreshing.
I have not made any games with HTML5 but have utilized some of the latest features in web browsers including the canvas to make an HTML5 audio visualizer video maker. You pick an audio file, customize how the visualizer should react to the audio, and it is recorded in real time right in the web browser and saved as a webm video file. Before I started the project I knew nothing about the canvas. By the time I was done I figured out some of the tricks needed to make the performance be optimized. With that being said there are valid points for using the DOM + CSS vs the canvas.
"Additionally, using css, these sprites can be scaled, faded in/out (.opacity), rotated and even 3D transformed."
The canvas can also can do scaling, opacity, and rotations. I'm not sure about 3D transformations. I haven't worked with anything 3D.
I would personally read up on canvas optimizations and see if there is anything that you have missed on how you could squeeze out more performance. Things like using multiple canvases as layers, using smaller hidden canvases for certain operations and drawing those to the main canvas(es) instead of always drawing the image directly, and avoiding costly operations such as context save and restore and instead keep track of changes made reset them yourself or figure out a better way to avoid needing to use it at all.
With that being said if your game is pretty simple and you are getting the performance you want in the DOM then there is nothing wrong with using it. You might run into some consistenty problems though that make it diffucult to support a wide range of web browsers. As mentioned above you could use absolute positioning to avoid the DOM having to reflow the entire document which would give a performance gain. I don't have much else to offer for DOM performance boost tricks.
I've never used RPG maker. Pretty much the concept would be to have variables for each of the stats including the max hp and mp (you would also want them to be saved and loaded from the save file). You would set up a one time event trigger that would lower/raise the stats as you wished outside the towns. No idea how you accomplish that with RPG maker. I'm assuming you can make events that occur when you step on designated tiles.
@Spring Yeah I was mentioning that to VicGuedez. I see so many devs on here asking for art and the majority of them never even have anyone comment on them because they don't know what they are looking for. Posting example graphics is gives a clearer understanding of the style they want and attracts more people.
You're going to have a really hard time finding anyone who will make a full game sketch when you are so vague about what you want. If you wanted to interest people you should post other game art from other games that suits the style you are looking for. Nobody wants to spend hours making art only to be told it isn't wanted.
You're probably going to be asked to change the example pic because it contains copyright material. Even though it isn't in the download, people might get the assumption that the preview is CC0 as well which it can't be with that logo. Could you change the example to have a different video/picture that won't have licensing issues or maybe just not have anything in it?
These look great! :D Glad you found my work useful! I don't know if you saw it but I also uploaded a collection of characters, tiles, items, etc that follow a similar style as the green cap character. It's called "isaiah658's Pixel Pack #1". There might be more useful things in it for your game. It's all licensed as CC0.
I'm not sure about the double buffering but requestAnimationFrame is closest thing to vsync. You could read up on it more to get all the technical details. Basically it's requesting that the frame be drawn when the screen is refreshing.
I have not made any games with HTML5 but have utilized some of the latest features in web browsers including the canvas to make an HTML5 audio visualizer video maker. You pick an audio file, customize how the visualizer should react to the audio, and it is recorded in real time right in the web browser and saved as a webm video file. Before I started the project I knew nothing about the canvas. By the time I was done I figured out some of the tricks needed to make the performance be optimized. With that being said there are valid points for using the DOM + CSS vs the canvas.
"Additionally, using css, these sprites can be scaled, faded in/out (.opacity), rotated and even 3D transformed."
The canvas can also can do scaling, opacity, and rotations. I'm not sure about 3D transformations. I haven't worked with anything 3D.
I would personally read up on canvas optimizations and see if there is anything that you have missed on how you could squeeze out more performance. Things like using multiple canvases as layers, using smaller hidden canvases for certain operations and drawing those to the main canvas(es) instead of always drawing the image directly, and avoiding costly operations such as context save and restore and instead keep track of changes made reset them yourself or figure out a better way to avoid needing to use it at all.
With that being said if your game is pretty simple and you are getting the performance you want in the DOM then there is nothing wrong with using it. You might run into some consistenty problems though that make it diffucult to support a wide range of web browsers. As mentioned above you could use absolute positioning to avoid the DOM having to reflow the entire document which would give a performance gain. I don't have much else to offer for DOM performance boost tricks.
I've never used RPG maker. Pretty much the concept would be to have variables for each of the stats including the max hp and mp (you would also want them to be saved and loaded from the save file). You would set up a one time event trigger that would lower/raise the stats as you wished outside the towns. No idea how you accomplish that with RPG maker. I'm assuming you can make events that occur when you step on designated tiles.
Yeah the palette was the first thing that caught my eye as well.
Was it supposed to be only part of a head or did you not want to finish or something? I'm perplexed by it.
@Spring Yeah I was mentioning that to VicGuedez. I see so many devs on here asking for art and the majority of them never even have anyone comment on them because they don't know what they are looking for. Posting example graphics is gives a clearer understanding of the style they want and attracts more people.
You're going to have a really hard time finding anyone who will make a full game sketch when you are so vague about what you want. If you wanted to interest people you should post other game art from other games that suits the style you are looking for. Nobody wants to spend hours making art only to be told it isn't wanted.
You're probably going to be asked to change the example pic because it contains copyright material. Even though it isn't in the download, people might get the assumption that the preview is CC0 as well which it can't be with that logo. Could you change the example to have a different video/picture that won't have licensing issues or maybe just not have anything in it?
Reminds me of title screen music or when you are choosing your options before the battle or something. I like it!
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