Awesome to see the stupid trick to abbreviate object properties that I came up with in 2010 [1] is still a living part of the mini JS demo scene.<p>[1]: <a href="http://marijnhaverbeke.nl/js1k/" rel="nofollow">http://marijnhaverbeke.nl/js1k/</a>
Also from the same year of the contest, Wander[0] is a 3D explorable world complete with grappling hook and save points!<p>[0] <a href="https://js13kgames.com/entries/wander" rel="nofollow">https://js13kgames.com/entries/wander</a>
Reminds me of 64k shooter kkreiger: <a href="https://en.wikipedia.org/wiki/.kkrieger" rel="nofollow">https://en.wikipedia.org/wiki/.kkrieger</a><p>This one is a hybrid with some predefined (tiny!) assets and some procedural generation (instruments, texture placement).
Good game, but unfortunately I was able to get stuck on an edge. Player's upper left edge caught on wall's lower right corner. Perhaps the problem is in the collision checking: <a href="https://github.com/phoboslab/underrun/blob/master/source/entity.js#L32" rel="nofollow">https://github.com/phoboslab/underrun/blob/master/source/ent...</a><p>If there's a collision in <i>either</i> X or Z, both should be rolled back to their last positions. I think there is possibly an edge case hidden in there otherwise.<p>P.S. Nice code by the way.
Fantastic project!<p>A fun alternative for the players model that also takes little space is to slice up the model into horizontal layers. See <a href="http://www.like100bears.com/writing/2d-3d-in-gamemaker-studio" rel="nofollow">http://www.like100bears.com/writing/2d-3d-in-gamemaker-studi...</a> for example.
>>> The game never needs to rotate any geometry<p>Fixed geometry was the first thing I noticed ;)<p>Could probably even increase level size manyfold and would still run quite smoothly. For large generated mazes. With this phenomenal skin-crawling sound design. Would make a very immersive "escape" labyrinth game!
I love the idea of low resolution of "virtual screen", moreover it's reduced to 256 colors! It allows to use low-resolution textures, simple cubes and "billboard" sprites. I think this idea can be useful not only in demoscene, but in commercial indie games too. Usually indie developers avoid 3D altogether, not because of complexity of 3d engines, but because of complexity of 3d assets. With low-res "screen" you can hand-draw small textures, use sprites instead of 3d models, use rough 3d models and so on, so you can build a game without having large team of artists.
Nice :)<p>But I kinda hate you right now, because now you inspired me to develop games in 3D again, just when I'm in the making of 2D pixel-game ;)<p>(Love the retro-3D feeling, very good work!)
I wonder if this could be brought to the web in 97kb
<a href="https://en.wikipedia.org/wiki/.kkrieger" rel="nofollow">https://en.wikipedia.org/wiki/.kkrieger</a>
Amazing work.. Love the lightsource following the projectile. Was the large pixels a compromize to keep the fps up? Anyway, amazing what you can do with 13k!
nice game, beautiful audio... this guy helped with that <a href="http://no-fate.net/" rel="nofollow">http://no-fate.net/</a>
Why is your post about your Coinhive authorship [0] gone?<p>[0]: <a href="https://phoboslab.org/log/2018/03/about-coinhive" rel="nofollow">https://phoboslab.org/log/2018/03/about-coinhive</a>