Mayhem by Matt: HTML 5 Version

Matt Barton's picture

Mayhem: Play it now in your browser!Mayhem: Play it now in your browser!Here's my game "Mayhem by Matt" now fully playable in your browser! Blast those planes, crush those blocks, destroy the mighty PLANE GOD OF ROBOT DEATH that waits for you at the end...!

Mayhem by Matt
The music in this version is by Kevin MacLeod. My old music wouldn't work because they were in MIDI format. I also made some gameplay and coding tweaks, particularly to the collision code. Enjoy!

Overall, the conversion process wasn't bad for this one...Mostly just cleaning up bad code from the original. I learned a lot of stuff making Jeepney Jeepers that I was able to apply here, though I still left some of the spaghetti--hey, if it works, don't fix it, right? Have fun! Just click "read more" to play the game. NOTE: For whatever reason, if you're on Firefox you may not be able to click on the "START" button below. Just hit your ENTER key instead!


Comments

clok1966
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Joined: 01/21/2009
Yep i see some collision

Yep i see some collision issues.. i got hung on ladders and crushed a few times...I grabbed a copy of HTML 5 its sure missing alot of stuff At the moment, I notice it says "standard version" on alot of stuff. TO bad, but i would guess it will get much better. Im sticking with Standard for now.. im a bit annoyed not making much progress. seems like all the tutorials are 3d fps stuff nowdays :(

Matt Barton
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Joined: 01/16/2006
Yeah, you can play it in

Yeah, you can play it in Firefox if you click the text link or the picture. You just can't play it in the embedded version. LAME!!!

By the way, my wife played it and found still more bugs. Hopefully this version will be the last...Make sure you guys are clearing your caches to avoid getting stuck with an old version.

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clok1966
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Joined: 01/21/2009
bugs
Matt Barton wrote:

Yeah, you can play it in Firefox if you click the text link or the picture. You just can't play it in the embedded version. LAME!!!

By the way, my wife played it and found still more bugs. Hopefully this version will be the last...Make sure you guys are clearing your caches to avoid getting stuck with an old version.

The no fun part of game dev.. bugs.. its amazing what people will do .. give um fighting game and they will try live without throwing a punch, give them a racing a game and they will try to see what happnes if they are not on the track or go backwords, give um a advneture and htey will try get to the end without using anything. You make something and think all the "normal" choices are easy to see.. but people will do the most non normal stuff.

Chip Hageman
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Joined: 10/06/2010
Looks great Matt.. Hope to

Looks great Matt.. Hope to see more of these.

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Matt Barton
Matt Barton's picture
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Joined: 01/16/2006
Thanks, Eigen. Most of those

Thanks, Eigen. Most of those should be easy to fix. Not sure what's up with the gold blocks being sticky. Fix one problem and create another one I suppose. At any rate, I'll see what I can do with it tomorrow.

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Matt Barton
Matt Barton's picture
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Joined: 01/16/2006
Okay...as of now everything

Okay...as of now everything should be working fine. I found the glitch with the gold blocks...had them set to "precise collision checking" instead of rectangles. It seems to work 100% now. Also made sure all sounds stop with the game over screen.

Also discovered another big when there are more than one moving platforms...Fixed it so you don't go sliding off if the platforms aren't on the same path.

Enjoy, and please let me know if you find other bugs.

This latest version has a paneled background on the title screen, so if you don't see that, make sure you've deleted your cache before playing.

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Matt Barton
Matt Barton's picture
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Joined: 01/16/2006
I'm definitely going to wait

I'm definitely going to wait until the next GamemakerHTML5 patch/update before even considering converting Jeepney Jeepers. This thing is such a mess! Stuff that works fine in Windows, such as the looping music and particle animation, to say nothing of the weirdo sprite replacements--it's just too much trying to debug your own code when you also have to deal with the bugs in the tool itself.

For those who haven't invested in this tool yet, I'd strongly advise waiting for awhile. This thing still feels like a beta IMHO.

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Jake (not verified)
Here is my review of your

Here is my review of your game, Matt, after playing through it a good 7 or 8 times now.

First, I really like the concept. Combine a Space Invaders style shooter on the top of the screen with a platformer on the bottom of the screen. The idea feels so natural that I'm surprised that there weren't many more classic games like this. The only one that comes to mind is Donkey Kong 3.

Clearly the game is fun enough that I felt compelled to play it multiple times. It's got some of that intangible addictive magic that's so hard to design into a game.

One thing that is a little frustrating is the powerup system. I can't quite put my finger on it, but powerup rewards might be perhaps *too* random. Some games I will play through without ever seeing an M16 powerup, and others without ever seeing the nuke. Some games I seem to get just about nothing at all. But what I really don't like about it is something I think brings down a lot of good shooters - when you get hit, you lose all the powerups you've worked so hard to accumulate, and you're unlikely to be able to get powered up again. It's at odds with the sheer number of hearts you collect either from drops or scoring points - you can take a lot of hits, but the first hit usually renders you a weakling for the remainder of play.

I also was hoping for a third level of nuke power! I was a little disappointed when I grabbed the third icon and didn't get some kind of uber-weapon.

All in all, very impressive and enjoyable, even with the bugs.

Oh, what does the thunderbolt icon do?

Jake (not verified)
Oh yeah, and one other

Oh yeah, and one other comment. The enemies lack deviousness. In Space Invaders, the enemies were on a set pattern, but were relentless and foreboding, ticking faster and faster to your doom. In Galaga, they'd come after you and attack in groups. Both were effective.

In your game, the enemies follow set patterns that repeat. They are ignorant of the player, and can only harm the player with their random shots. There's a tension that's missing because of that. I think that if occasionally some of the planes broke away from the pack and deliberately dive bombed the player, you'd produce some of that needed tension.

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