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Nice! This made my day :) Thanks to you and your son for playing my game.

I'm hoping to publish a step by step tutorial soon on how to develop this in JavaScript for anyone interested in learning gamedev.

I usually post my tutorials on my YouTube channel here : https://youtube.com/@jslegenddev (Plenty of tutorials available already for people interested in JS gamedev)

I plan this time on also publishing a written version on my Substack available here : https://jslegenddev.substack.com/


That's strange, I developed the game using Firefox as my primary testing browser since it's the one I usually use.

Would you mind describing in more details how the text rendering looks like?


It may be that my privacy settings are just too high.

Here are some screen shots:

https://tacky.dev/others/title_screen.png

https://tacky.dev/others/round_start.png


I made a video explaining why I prefer to use Kaplay. It's 12 min long.

It's not a direct comparison with Phaser but I think it could give you a clear picture of where Kaplay stands and what it offers compared to Phaser.

Link here : https://www.youtube.com/watch?v=o8a6jXRnYfc


Why is it better than just doing it in WebAssembly?

With WebAssembly you'll get native builds as well as web builds, higher performance, and you're not restricted in the language you use.


Without going into the Web/WebAssembly debate, KAPLAY is just too good as a library to pass up. It's intuitive, easy and comes with a lot built-in. It makes making games actually fun with it's ECS-like API.

If KAPLAY existed as a WASM runtime or in another language, I would use it.


Use the technology you know and move quickly in. For a game like this, personal preference is way more important than optimal language/technology choice.


Why would you compare a game framework to wasm?


Because WebAssembly brings every game framework to the web.


No, the game framework would have to be designed for that, or someone would have to put in a lot of work to get something like an emscripten pipeline working.


They are designed for that.


This was made with the JavaScript Library Kaplay. Check it out here : https://kaplayjs.com

Game was made by Misanthrope. His twitter can be found here : https://x.com/petergencur


Thanks!


lol xD


Thanks!

The jumping right before hitting an enemy is intended. If you do this, you can then more reliably land on another enemy right after and gain a x2, x3, etc... combo depending on how many enemies you land on before hitting the ground again.


Thanks for sharing your thoughts.

I don't disagree with your points. However, using React for making the UI portion of your game is still using React for game dev. The default would have been to just make your UI within the canvas itself.

Now in the post, I explained that considering option 1) Using React for the game rendering vs 2) Using React only for the UI, I went with 2) and explained why.

However, I want to thank you for explaining why React is unsuitable for rendering the game itself.


I also discovered that it's possible use the love2D library with this to make games in typescript!

https://github.com/hazzard993/love-typescript-definitions


Does Obsidian have code search features?


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