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Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?

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#26 2018-01-18 22:00:39

ByteArray
Member
From: United States
Joined: 2015-02-17
Posts: 158

Re: Regarding the rotation of staff

LukeM wrote:

Just thought I'd clarify that I meant slower than using the other option. Javascript wouldnt get slower when run from an exported exe (unless you are running it in a less optimised engine), but it would definately be a lot slower than a version created to run primarily as an exe.

I understand. Then again, most modern implementations of JavaScript are actually quite efficient, so I'm not so sure there would be a massive difference! //forums.everybodyedits.com/img/smilies/big_smile But that would require some benchmarking to find out for sure.

MartenM wrote:

Little bit off topic maybe,
but how will you guys actually advertise the game? When you finish the new version you don't want an online player count of 0.

You can create new versions that use efficient engines but that won't directly bring new players in.

That's definitely something we're discussing. It's all about figuring out how to make EE fun again. Sure, people can have a little fun in EE currently, but I think we can all agree that it's not what it used to be. There are a few different possibilities, with the required changes ranging from subtle to fairly extreme.

We'll be sure to keep you guys filled in on any major changes in the future.


former lead-dev on EE/EEU, 2018—2020
(aka Criobite, Joshua Stone, TechnoWolf99, & LightWolf)

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#27 2018-01-18 22:28:24

LukeM
Member
From: England
Joined: 2016-06-03
Posts: 3,009
Website

Re: Regarding the rotation of staff

ByteArray wrote:
LukeM wrote:

Just thought I'd clarify that I meant slower than using the other option. Javascript wouldnt get slower when run from an exported exe (unless you are running it in a less optimised engine), but it would definately be a lot slower than a version created to run primarily as an exe.

I understand. Then again, most modern implementations of JavaScript are actually quite efficient, so I'm not so sure there would be a massive difference! //forums.everybodyedits.com/img/smilies/big_smile But that would require some benchmarking to find out for sure.

I agree that it wouldn't matter too much (especially when we can't really expect to get anywhere near to optimal code), but it is still (I believe) somewhere around twice as slow as native, although I'm sure it depends massively on what you are doing (mostly maths, mostly graphics, etc.)

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#28 2018-01-19 00:28:23, last edited by den3107 (2018-01-19 00:29:11)

den3107
Member
From: Netherlands
Joined: 2015-04-24
Posts: 1,025

Re: Regarding the rotation of staff

Spending another 2 cents here.

I personally feel like a Unity version would be best. Although the WebGL build is indeed fairly bloated, it shouldn't run all that much slower, unless resources are really scarce.
When building an HTML5 game and wrap it in Electron for desktop, you simply can't utilize the maximum extend of the system.

A player who would have trouble running a Unity WebGL version would probably also have a non-optimal experience in a bare HTML5 version, whereas the desktop version would probably smoothen the edges a bit (talking about a person in web having 15-20 fps potentially getting 25-30 when running native).

Now that being said, it's also very important for EE to get that upgrade ASAP.
So really a message to the devs... Pick what you already know/prefer. Learning the other method will just delay and probably end up in non-optimal code anyway. In both stories, the results will likely be fairly similar.


Now one more thing about Unity:
You can also easily build the game to mobile. Great! So Unity it is then, right?
I'm afraid not.
The current way EE is designed is not very friendly for mobile users, as the game currently is fairly detailed (even though it's so pixelated!).
On most mobile devices the game would run about half the size of the current version and even worse on older phones.

Aside from that EE is also a very social game. The chat is used fairly extensively, mostly in bot assisted levels.
Chatting is not a very... Smooth task to do on mobile. You make easy typos, switching from playing to chatting and vice versa goes a bit meh too...


Ok... So I spended more like 4 cents there, I guess...

TL;DR;
Unity or straight to HTML 5 will likely have some differences, but there's a more important part:
Time. Please just push a new version out ASAP. So pick what you're most comfortable with, devs.
And no, I doubt it's a good idea to bring EE to mobile/console. The chat is too big of a part of EE and it doesn't work as well outside of desktop/web on desktop, IMO.

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#29 2018-01-19 09:26:22

soniiiety
Member
From: peaceful dojo
Joined: 2016-02-10
Posts: 1,752

Re: Regarding the rotation of staff

hi hoep i can help soon or someone will listen to me so i can make some changes to the game as well btw it you don't know what im talking about read on page 1 and very first post


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