A small playground level to test the flash version of Voxatron.
* Wait a few seconds for it to load (~550k)
* Click to get focus
* Cursors + ZXCV  or  ASDW + JKLI & Space
This version of Voxatron is a 550k swf compiled from the C source using Adobe Alchemy. I can't imagine it will ever replace the native version as a way to play BBS levels, but it might become a nice way to preview them and to share stuff online. It also has the potential to become a convenient way to show replays. Only the key presses are recorded so the data needed is very tiny (around 3k for a long level).
After you finish the level, try ESCAPE (menu) -> "PLAYBACK >>" to see this in action. F to fast-forward.
You can check the frame rate with ESCAPE->OPTIONS->VIDEO OPTIONS. It does around 18 fps for me (Linux/Firefox). You can turn soft shadows on in the video options but it will cost around 4 FPS
No audio support yet
Have fun!
P#6368 Posted at 2012-07-29 15:05
tags: microgame gamedev alchemy
18 FPS here, too. However, this is for me somehow still very smooth. You could make Facebook version of Voxatron with this, to share levels, replays and scores.
when playing back my game play it showed monsters spawned differently and ended up killing me in the replay and so no accurately displaying what happened.
~24 FPS on Windows 7 x64 with Chrome, hard shadows.
Wasn't expecting this, at all. I guess it will be awesome for sharing replays n' stuff. Maybe even an online demo of the game? (like some games that were actually built in flash)
Solid 40fps on Chrome 20.0 with flash 11.3; 37fps with the soft shadows. A not so very nice 90% cpu usage with 1.05GB of ram! so its pretty close to the boundary if nto slightly over for a flash app;
Running on a Macbook Pro 2.5Ghz i7; 16gb ram (so 1gb is nothing :-p).
Guessing the whole scene is being rendered every frame? Lots of stuff quite static that would save cpu for when nothing's happening; Also could probably cache the visible voxel in a large array to avoid having to re-compute the top most visible one per pixel. Also could run the game at a lower res and draw to a bitmap and then just scale it up (you may be doing this already :-p).
Would be interested to see how well it ran compiled with Haxe; Alchemy is a little outdated now but haxe requires you to port it all to "as3" like code rather than leaving as is.
Drat -- it seems as if the flash version isn't as deterministic as I thought. (the playback thing depends on it).
But that's great to hear other machines are getting pretty decent framerates. I was planning on making some cut down demo levels designed just for web, but it looks any old BBS level will also be possible.
@lightfoot256
The problem with the dirty rectangle method is that it improves the average case, but makes the worst case worse (lots of stuff flying around). It might be worth using a hybrid approach though -- maintaining an image of the ground voxels and drawing the dynamics with a z-buffer or something.
The game is rendered at 128x200 :p
I like Haxe, but there's no way I could comfortably port the engine. It looks like Alchemy will get official support soon anyway.
@zep, I'd like to add you to the Alchemy 2 beta if you're interested, we've improved the performance of the generated code and generally made Alchemy a lot easier to use.