Bryan Scott

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Posts tagged with "space game"

Jun 4

My LimeJS Solar System

Here’s the result of my time with LimeJS. As previously posted, I decided to switch to native Android for this game, but I think the resulting Javascript was still fun. I plan on coming back to this and expanding on it when I get the chance.

Note: Feel free to drag the solar system around with your mouse to scroll, but be careful to do the Mouse Up within the box, otherwise it will continue to scroll until you click back in the box. Also, in general, I make no promises on browser compatibility (IE 8 comes to mind) because I did not get around to straightening out those kinds of issues.

Space Game Reboot

I recently started a game intended for mobile devices using LimeJS.  The goal was to create a very basic space strategy game that would be platform independent, so we could release for iOS shortly after an Android release.

I ran into a couple of issues that made this solution less desirable:

First, I didn’t like that there isn’t any line drawing in LimeJS.  One has to create a 1px tall Rectangle and then angle it a certain way.  That was fine for straight lines, but it would be nice to be able to draw curved lines and such as well.

Second, I would often open my partially completed project with the browser on a random Android device and see that even the compiled (I use this word loosely.  LimeJS has a process that optimizes the includes etc.) version of my Javascript app was moving very slowly.  This is in part due to the phones having too much in memory etc, but it still doesn’t bode well that the most basic elements of my application were lagging badly.

Third, when I went to start using touch events, I noticed that there doesn’t appear to be any special handling for things like “pinch” and “double tap.”  Since users will expect certain things out of using these gestures, I really wanted to include them into my app, and I would much rather implementation was seemless.

That last part annoyed me enough that I decided to reboot the whole project in native Android code.  I hate to leave out iOS, especially given the number of my friends with iPhones, but I want this game to be good.  I feel like the best way to do that is to write it as a native app.  If it is successful on Android, I will happily try to port it over to iOS.

Note on progress: after I got home from the Memorial Day festivities of the day and put my son to bed, I built a “Hello…circle” app to get myself started on this project.  I have a good enough idea of the framework of the app going forward, that I should be able to quickly catch up to where I was before the switch.