The greatest part about is the music created isn't terrible.
It's still a very cool demo, though.
I've played a few HTML5/Flash music games lately, and all of them give enough flexibility with sounds to easily become messy when played with multiple players (especially with trolls!). This game makes the player feel like they're good at music. Great work!
1. Let me pick the colour with the numbers 1-9.
2. Let me play notes with the keyboard. (I'm not sure the best way to assign the keys, but I'm sure you can come up with something).
3. Let me play chords.
That would be awesome. Great work so far!
"Plink, a multiplayer music game"
This is just to say - I enjoyed Plink very much and would have just the same regardless of the technology.
I completely ignored HTML5 audio after a couple of abortive attempts at using it to make something for an iPhone web toy, but seems to show it's not quite as terrible anymore.
Meanwhile, Adobe just announced that the Unreal Engine runs in Flash Player 11. That's AAA quality 3d gaming in the browser (and not just Chrome). I am so bored with "HTML 5" game (that aren't even HTML 5 official spec) announcements getting such a ridiculous amount of play.
Imagine if someone went out to E3 in 2011 and announced that they just came up with this crazy TV game concept called Pong, but it only works on Magnavox TVs. Absolutely no one would care.
Also if you speak about portability. Flash really isn't very portable when you compare it with the platforms supported by Webkit. Flash has always been a huge mess when it comes to this. Webkit and Gecko are pretty much up to date, but many people hardcode browser checks instead of just asking whether the browser supports certain stuff. I think that's the biggest problem - well, besides the market share of outdated IE versions of course.
And why should Gecko support Web Audio API? You see, they got Web Audio Data instead. Not compatible of course. None are standard.
So flash does beat them and HTML5 on that very topic.
Until then Adobe still has to fix all the issues that the browser vendors are working on. We will have to see but I'm going to wait until it's released and usable, right now it's just a tech demo.
In fact, just yesterday someone had code up to display TF2 levels and he also built a demo capable of displaying the Rage IOS levels in WebGL a few months ago. So there your example of AAA games.
audioContext = new webkitAudioContext();
Funny, I've been spending this last week (off from work) working on an Audio API/Node.js multi-user drum machine. So it's very cool for me to see another similar idea pop up at this point. As a long-time software synth/VST/music guy, I can't wait for the browsers to catch up on audio as fast as they are visual APIs.
Also the most pleasure gave me an idea of playing a bass for a while and watching others improvise.
Very cool demo though. Feels smooth.
Firefox also has an implemented proposal. Not sure if one or the other has any particular advantages?
Mozilla's Audio Data API is available since FF4.
Web Audio API has been enabled in Chrome 13 or 14, before it was off by default. Probably appeared shortly after FF4 (?)
Such non-standardization sucks balls if you ask me.
These guys should make HTML5 standards and stick to it. Not make the standard evolve every NEXT day saying "oh look its what HTML5 is now!"
That's absolutely non-standard and annoying as hell.
It's hard to believe the authors of Plink aren't aware of Planck...