Then, Electron arrived (basically it's a way to bundle your website in a package together with the Chrome browser and pretend you created a native app), and I thought:
"Woha! Why not make a real native app out of my WebGL game? I only put it into Electron and that's it!"
I did that, and Electron worked surprisingly well. Nice piece of software. But the result wasn't very convincing: Although I put a lot of effort into making the electron app feel like a native app instead of a HTML site, it had a lot of drawbacks like input lag, lack of hardware, 3D and fullscreen settings, bad working cursor locking and similar.
The port was done within a handful of weekends and the game is now a native Win32 C++ program. You can try it if you like.
For now, I'm developing my game further in C++. And hope to have it finished within the next months. You can follow its progress on its website, if you like.
here. The game now runs at about 150 FPS instead of the felt 10 FPS when it ran inside a browser.
I also re-created the gameplay video with that build, I think you can see now that it feels much, much smoother now:
Any feedback of the build would be welcome, it is just a 12 MB download.
It is a bit abrupt, but the only way to keep the player from climbing over it. I think 120 kmē is still enough to play the game and have fun.
I'll do my best... :)
I will polish the game quite a bit and refine and beta test it before launching on Steam, so this will take a while. But this is great news! Thanks for all the support and to all the people voting for the game!
last post, people suggested that I could add my game to Steam Greenlight. Since I have a nicely working Windows .exe build I now did: PostCollapse is now on Steam Greenlight.
Unfortunately, the video apparently sucks in contrast to the screenshots... which again I think might be affecting the votes negatively. If you like to help, please vote too. :)
Constructive feedback welcome!
You can get it here.
I'm not sure why a lot of people on steam seem to complain about the 'small' discounts. Did you see that -86% on CopperCube? That's insane, if you ask me. :D
RocketCake. There are a few new templates in that version, improved master/client code support, support for radio buttons (somehow I forgot those, and no one complained!) and a few bug fixes here and there.
The editor is still only a few months out of beta, and already used by quite a lot of people. I'm quite happy about this.
CopperCube to create 3D Android apps suddenly complained that setting up the Android SDK for them newly doesn't work anymore. The Android SDK Manager would simply refuse to download the required API 8, and show a "Not compatible with Windows" status instead.
Which appears to be a blatant lie.
The SDK worked the last years before flawlessly, and apparently wasn't even changed since then. Actually, you can still download the SDK from Google's servers manually, and it will do it's job without problems.
With this strange behavior, it looks like Google simple wants to force developers to use their newer SDKs. And after all, no one is still using version 2.2 anymore, right? But looking closely into it, there are still around one million people using this version of Android! (source, source). Also, my customers are forced to use that version as well, so there is no way around it for me.
Update:: Looks like this was a bug in the SDK Manager, and Google has fixed it already. Nice!