New Zombies engine test! I'm trying out a new sprite engine which boasts some serious performance improvements. In this test, we have zombies roaming across the screen. Every half second or so we add another zombie. The "score" field keeps track of how many exist at any time.
On my dell mini I get to about 200 zombies before I notice any stutters, and close to 350 before there's any slow down. But even at 500 it still moves better than the original game when there's lots of action.
Another test of the new Zombies engine. This time I've added a lone handgun hero. A green crosshair shows when he is targeting a Zombie. (No shooting yet)
I think you'll agree, this hero is a heck of a lot better at choosing targets than the heroes of the previous version ever were.
Tonight I started playing around with a few HTML5 frameworks for game development.
http://darkshade.homeip.net/zombies4/crafty.html is my first attempt at getting anything working. I tried a few frameworks, but crafty.js was the most straightforward (and it really wasn't even that, in my opinion). All I managed to do was get ever more zombies to drunkenly stagger between the crates. It doesn't approach the kind of performance I achieved with flashPunk (which never got beyond the demo stage either).
2 Reasons why I'm doing this: 1) I want to be able to play Zombie Slaughter on mobile devices 2) I want to be able to make more browser games without Flash, including a Flash-free version of Everwar. (Zombie Slaughter is just an easier starting point)
I've updated the HTML5 Zombie Slaughter demo. The zombies aren't drunken like before.. now they flow between the crates nicely. I've added a lot of crates so you can see how they flow. Don't worry if they get funnelled into a dead end. Remember, in the real game everything is destructible so eventually they'd bust through.
See how many Zombies you can get on the screen before the frame rate seems a bit choppy.