Make game canvas high res (retina) - javascript

The goal is to make a game canvas high res / retina.
I'm working with a software called Gamemaker and I want to make this canvas high res / retina. Though I have no real idea how to implant this.
Here are two links who explain the problem very clearly
http://www.smashingmagazine.com/2012/08/20/towards-retina-web/
and
http://www.html5rocks.com/en/tutorials/canvas/hidpi/
This is the code the html5 page uses to launch the game:
<canvas id="canvas" width="640" height="480">
<script type="text/javascript" src="html5game/GameMaker_HTML.js?AHMYB=1445354237"></script>
The game's javascript file is unreadable.
How do I achieve making the whole javascript canvas high res / retina?

I have been using GameMaker for the past 4 years and this year I am using in my Internship class and we had wondered the same thing and to my knowledge and our out come no answers when we searched, I do not believe you can implement this your self... This is something YoYo Games would have to add into their program as this would be getting into file that you may not know how to edit safely or that you may not have access to...
I hope this kinda helped!
But to put an up side to this, since 4k screens are coming out and becoming more widely used that means they will implement this soon and that means you can upload a quality game even better than the Retina display puts out XD.

Related

Full width video background: A non-HTML5, purely jQuery solution...maybe

Long time Stack Overflow creeper. This community has come up with some incredibly elegant solutions to rather perplexing questions.
I'm more of a CSS3 or PHP kinda guy when it comes to handling dynamically displayed content. Ideally someone with a solid knowledge base of jQuery and/or Javascript would be able to answer this one best. Here is the idea, along with the thought process behind it:
Create a Full Screen (width:100%; height:auto; background:cover;) Video background. But instead of going about using HTML5's video tag, a flash fallback, iFrame, or even .GIF, create a series of images, much like the animation render output of say Cinema4D, that if put together in sequential order create a seamless pseudo-video experience.
In Before "THAT's JUST A .GIF, YOU'RE AN IDIOT" Guy.
I believe jQuery/Javascript could solve this. Would it or would it not be possible to write a script that essentially recognizes (or even adds) the div class of an image, then sets that image to display for say .0334ms (29.7 frame rate) then sets this image back in z space while at the same time firing in the next image within the sequential class order to display for another .0336ms; and so on and so forth until all of the images (or "frames") play out seamlessly fluid, so the user would assume he/she is actually seeing a video. Not a knowing it's actually a .GIF on steroids.
Here's a more verbose way of explaining the intended result:
You have a 1 second super awesome 1080p video clip (video format doesn't matter for helping to answer this question, just assume its lossless and really pretty k?). It's recorded at 29.97 frames per second. Break each frame into it's own massive image file, leaving you with essentially 30 images. 24 frames a second would mean you'd have 24 images, 60 frames per second would mean you'd have 60 images, etc., etc., excedera.
If you have ever used Cinema4D, the output I am looking to recreate is reflexive to that of an animation render, where you are left with a .TIFF per frame, placed side by side so that when uploaded into Photoshop or viewed in Quicktime you get a "slideshow" of images displaying so fast it look likes a video.
HTML would look something like this:
<div id="incredible-video">
<div class="image-1">
<img source=url('../movie/scene-one.tiff');/>
</div>
<div class="image-2">
<img source=url('../movie/scene-two.tiff');/>
</div>
<div class="image-3">
<img source=url('../movie/scene-three.tiff');/>
</div>
<div class="image-4">
<img source=url('../movie/scene-four.tiff');/>
</div>
<div class="image-5">
<img source=url('../movie/scene-five.tiff');/>
</div>
....etc.....
....etc.....
....etc.....
</div>
jQuery/Javascript could handle appending the sequential image classes instead of writting it all out by hand for each "frame".
CSS would look like:
#incredible-video img {
position:absolute;
width:100%;
height:auto;
background:cover;
}
But what would the jQuery/Javascript need to be to pull the off/can it be done? It would need to happen right after window load, and run on an infinite loop. Ofcourse audio is not happening in this example, but say we don't need it. Say we just want our End User to have a visually appealing page, with a minimal design implemented in the UI.
I love video animation, and really love sites built with Full Screen Backgrounds. But a site out with this visual setup and keeping it responsive is proving to strenuous a challenge. HTML5 will only get you so far, and makes mobile compatibility null and void (data usage protection). .GIF files are MASSIVE compared to calling in a .mp4, .Webm, or .OGG so that option is out.
I've actually recently played around with Adobe Edge Animate. Using the Edge Hero .js library I was able to reproduce a similar project to this: http://www.edgehero.com/tutorials/starwars-crawl-tutorial
I found it worked on ALL devices. Very cool. Made me think that maybe it's possibly to use this program or hit jQuery/Javascript directly to achieve the desired effect.
Thanks for taking a look at this one guys.
-Cheers,
Branden Dane
I found a viable solution to what I was looking to do. It's actually rather interesting. The answer it's introduces many interesting ideas on how we can display any kind of content dynamically on a site, in an app, or even a a full fledged software application.
The answer came about while diving hard into WebGl, canvas animation (both 2d and 3d), 2D video games techniques, and 3D video game techniques. Instead of looking for that "perfect" workflow, if you are someone interested in creating visually effective design and really seeing what the bleeding edge can do for your thoughts on development, skip the GUI's. Ignore the ads with software promising to make things doable in 5 min. It's not. However we are getting there. 3 major events we have to look forward too in just a few months are
1.) the universal agreement to implment WebGL natively in Opera, Chrome and Firefox (ofcourse), Safari will move to ship with webGL enabled, compered to the user having to enable it manually, and even IE is going to try and give her a go (in IE 12).
2.) Unity 3D, an industry standard in game development, has announced that next month it will release version 5, and with it a complete, intuitive workflow from start to exporting in Javascript (not JSON actual JavaScript). The Three.JS library more specifically as it is one of the most popular of the seemingly endless games engines out today.
How does this answer my initial question?:
Though WebGL has been around for about 3 years now, we are only now starting to see it shine. It's far more than a simple video game engine. With ThreeJS We have a full working JavaScript library, capable of rendering in WebGL, to the Canvas, or EVEN with a few CSS3 magic. Can't use your great movie as a mobile background? It ruining the overall UI? Cheer up. ThreeJS can working with both 2D and 3D javascript draw function, though not at the same time. Hover other libraries exist that allow you to bypass this rule.
AND DRUM ROLL. It is, or can be very easily made in a responsive or adaptive way.
The answer to my question came from looking at custom preloaders. Realizing I can create incredible looping animations in AE, and export them as GIFs offered the quality I wanted, but not control, no optimization, now sound. However, PNG Sequences CAN be exported. Then the epiphany hit. Before I just say what I am using to solve my problem, I'd like to leave a list of material anyone looking to move beyond easy development and challenge limits can use as a reference guide. This will be in order with what I began to where I am now. I hope it helps someone. The time to find it all out would be very much worth it.
1.) WebGL-Three.JS
WebGL opened my eyes to a new world. It's a technology quickly evolving and is here to stay. In a nutshell, all live applications you create now have access to more than just a CPU, but also the Graphics card as well. With GPU's getting more and more powerful, and not so unreasonably priced, the possibilities are endless. The idea we could be playing Crysis 3 "in-browser" without the need of a 3rd party client is no fiction. It's the future. Apply that to websites. Mind blown.
2.) First Cinema4D, then start working around with Verold.com & PlayCanvas.com
C4D is just my personal favorite because if it's easy integration with AE. You will find that with exporting your 3D models, Textures, Mesh's, anything to Three.JS (or any game engine period) that it is Blender that is the most widely supported. As of writing this, their are 2 separate C4D workflows to ThreeJS. Both are tedious, not always going to work, and actually just unnecessary. PlayCanvas was also a bit of a let down. Verold, however is an EXCELLENT browser based 3D editor in which you can import a variety of files (even FBX with Baked animations!) and when you are satisfied you can export into a standalone client or an iframe. The standalone client is superb. It is a bit glitchy, so have patience. You shouldn't get comfortable with it any way. Go back to your roots.
3.) iPhone app development, Android app dev (to an impressive extent), Web Sites, Web Apps, and more all function in a way that an application need only be made using JavaScript, HTML/5 and CSS/3. Once this is understood, and the truth hits you as to how much control you may not have known you had, then the day becomes good indeed. Learn the code. With a million untested and horrible "GUI's" out there that claim to do what you want, avoid the useless search. Learn the code. You can never go wrong at that point.
4.)What code do I need to learn?
JavaScript is the most essential. More on that in a moment. Seriously dive into creating apps of any kind with ThreeJS. Mr. Doob (co-creator of the library) has an EXCELLENT, well-documented website with tons of examples, tuts, and source code for you to dive into. Chrome Experiments is your next awesome option to see how people are really taking this kind of development to a new level. In the process of learning ThreeJS, you'll become more proficient with JavaScript. You will also start to play with things you maybe never had to, like JSON, or XML files for packaging data. You'll also learn how simple it is to implement Three.JS as a WebGL render, or even fallbacks to Canvas and even CSS3D if and when possible.
Before going on, I will make a caveat. I believe that once Unity 3D drops ThreeJS fro pro and free users, we will see much much more 3D in the web. In that case, it can't hurt to Download the software and play around a bit. It also serves an an excellent visual editor. There are exporters from Unity 3D to ThreeJS, but again they are still pre alpha stage.
2D or not 2D. that is the question
After getting a little dirty with 3D I moved into drawing in the 2D realm using the canvas. Flash still seems like a viable tool, but again, it's all about the code. Learn how to do it and you may find Flash is actually costing you time. I found 2D more difficult than 3D because the nature of 2D has yet to radically change, at least in my lifetime. You'll need to start learning Spritesheet creation tutorials. Nothing incredible hard if you know where to look. Use A photoshop, or an equivalent application. Create as many "movement" frames that if were put together in a GIF would be enough to seamlessly loop the sprite. OR render a master image out and cut around the elements naturally distinct pats. Ex: You want to make the guy you have standing on a street corner you created, stays. Cut that character up in as many separate PNG files as you believe you need. The second method is all about using the same sprite sheet we brought in the first try. The first scenario meant writing CSS selector and have javascript written for the regular user would become increasingly difficult.
First solution: Using CSS and Javascript to plot "frames" meticulously put together in the sprite sheet. This really can become a pain if not done correctly all the way through.
Second solution: We lose the frame by frame effect if we need it, but our overall 2D animations will look incredible. Also, building in this way creates more efficient games when implementing physics engines and setting up collision detectors. We will still use the same sprite sheet, however we only need to choose the frames we really actually need. The idea is to use dynamic tweening between frames that are called together via Javascript. In the end you have a fully animated Sprite, but could have done so with just one frame. Ex: You have a Stickman you want to show walking in a straight line. Solution one would jump frame by frame, creating a mild chop, to illustrate an animated walk. In solution 2, we take the Stick man and chop his dynamic bits apart so we can call them through JavaScript, then build our sprite from JavaScript directly. To create the walking effect, we cut apart stickmans legs and have those separate in the sprite sheet from the rest of his body (unless you need to animate another body part as well). We map out where the coordinates are for each piece of stickman. Free software like DarkFunctionEditor is one of many programs that will instantly take care of generating for you a reliable sprite sheet, printing out the coordinates of your sprite sheet after you bake it. With this knowledge, head into JavaScript and call in your variables that you wish to associate to the pieces of Stick Man and their corresponding coordinates. Then use Javascript to "build" all the pieces together. The walking animation is accomplished by the Tween we talked about earlier. Each leg essentially runs on a beautifully fluid path you set in JavaScript. No chop. Very easy to customize and control. If you want to make it even easier for yourself, try using one of the many libraries for Sprite animation. My favorite at the moment being CreateJS.
If you are looking to include collision detection or create particle systems then you will need a physics engine. For 2D I am torn between 2 at the moment. Right now I would put PhysicsJS over KineticJS. Both are fantastic. I believe PhysicsJS integrates with CaccoonJS and other mobile scripts easier.
My last words of advice are=, after reading this, understand you will be working will JavaScript. You will have a bit of jQuery to make it easy, but you will encounter things that are difficult on the way. My HUGE recommendation is to move into learning how to build using NodeJS. It's an Asynchronous Javascript Server-side and client-side development space. The documentation is wonderful. Your first stop should be learing about npm, and bower. Then understand how to effectively implement Grunt into the workflow. Try out NodeJS assets like Yeoman to give you "boilerplate" Node setups from which to start with. After you start understanding NodeJS mechanics and feel comfortable with setting up your initial package.json, you'll find that all this JavaScript will almost feel like it's writing itself after a certain point.
And that's all you need to know to get into 2D and 3D design and development. My initial question could have been answered using say a 3D rendered fullscreen. However my final conclusion came in a different method entirely.
After learning about 2D sprites and framing, then noticing the encoding process of gifs. I had the idea to try and create PNG Sprite Animations. Not PNG Gifs, per say. But rather creating a 2D scene and using a PNG sequence that I would then animate via JavaScript. I found a few great libraries on Github, both for my idea and cool ideas for GIF manipulation.
My final choices was with the Github Repo "jquery.animateSprite" Instead of mulling through sprite sheets, you take your individual PNG's and this library gives you an incredible amount of control in how you can store variables for later use, but also the animations you can pull off in general. For a full screen, responsive background that works on any device (and can even be animated to sound....) I'd recommend this technique. It works much like a flip book animation works, except much much more effectively.
I hope this helps someone along the way. If you have a question on anything I have mentioned here, or know of an area that needs further detail, then by all means please let me know.
-Cheers

HTML5 Canvas / Animation Resources

I run an ecard website and currently about half of the content is made up of animations made using Flash. Normally valentines is a pretty busy time for the site, but this year I found that while I had the same amount of traffic to the site, less than one quarter the number of ecards were sent this year compared to last year.
Looking at the web visit stats I see that the amount of visitors using mobile this year was just under half, which explains why the volumes were lower as flash does not work on mobile and tablets.
I used to use a lot of open source flash from the likes of levitated.net, bit-101.com and wonderfl.net.
I now realise I need to start learning about HTML5 animations using e.g. canvas.
I wondered if anyone might know of any useful resources which are a good place to start?
Also, does anyone know of any good libraries / frameworks / open-source content which can be used to generate interesting animations? I have found http://jsdo.it/ which looks good.
I am willing to put the time in to learn things, but when I was using Flash and Actionscript it was great to be able to use code that others had written as a starting point and adapt it to my needs, as the ActionScript was light years ahead of anything I can do as I am not really a programmer.
Any advice much appreciated.
Thanks
Start with the following resources:
http://diveintohtml5.info/canvas.html
http://www.html5canvastutorials.com/
Following graphic libraries available to create awesome graphics and animation:
Raphael
jsDraw2D
DOJO
KineticJS
Editors are welcome!
Here you have some good html5 js libraries :
Easeljs
Kineticjs
Paperjs
Threejs
Phaser.io
I recommend FabricJS, it's really powerful!
If you want to start with plain canvas then http://www.html5canvastutorials.com/tutorials/html5-canvas-tutorials-introduction/ covers the basics rather well. http://diveintohtml5.info/canvas.html is also good, goes a bit more in-depth.
Then if you want to work with a library on top of it that makes things easier I always recommend three HTML Canvas libraries:
KineticJS: Mature, good API, can do pretty much anything, but it can only render to Canvas.
Two.js: Not as mature (doesn't support image and text yet), but is render agnostic, meaning you can choose if you want your image or animation to be drawn to Canvas, SVG, or WebGL.
Pixi.js: Speed, speed, speed. It's very fast, but not as mature as KineticJS (but only in some respects). It can draw to both Canvas and WebGL.
They are all pretty general purpose but Pixi.js has been embraced by the gaming community more, and for good reasons.
For comparison of more Canvas libraries see: https://docs.google.com/spreadsheet/ccc?key=0Aqj_mVmuz3Y8dHNhUVFDYlRaaXlyX0xYSTVnalV5ZlE#gid=0
As a Flash Developer for 10 years, the majority being with Actionscript 3. I found that Microsoft TypeScript and using Phaser.io and PixiJS is essentially allowing me to continue with my skillset.
We have ported 4 flash games to HTML5 since February and each time the boss says "I cannot believe this is HTML and not Flash".
On my side, I code the same way, with the same design patterns as I did in Flash with the same display list knowledge.
Visual Studio + TypeScript have been so enjoyable to work with that I cringe when I need to fire up Eclipse. Finally, the output of my TypeScript is very clean JS. You can abandon the project half way through and continue with the JS output so the choice of using TypeScript is for me only... for my needs, for my ease of use and for my sanity.
You can use any tool that compiles to HTML5/JavaScript, including Flash:
http://www.openfl.org
If you're comfortable working in AS3.0/Flash, you might as well continue to do so :)

Any ebooks on making javascript games with pure DOM not canvas

Ok I have been slowly learning html and javascript for 2 months now. I want to start making games , so far I have made a pop quiz app and number guessing game for android using a wrapper (Andromo). I want to start making platformers so I started looking online for tutorials and getting ebooks. The problem with ebooks and online is they always switch to canvas when it gets to the action games part.
I dont understand why I can't make games using just DOM rather than canvas. The reason I don't like canvas is there are some things that seem like its meant to make you type forever. Most online examples they make a dot on the screen and it takes a ton of code.
EXAMPLE
Javascript DOM to make an image onscreen
<img src="powerman.png" width="50 height="50" >
Now if you do it on canvas its like this
var canvas = document.querySelector("canvas");
var draw = canvas.getContext("2d");
var monster = new Image();
monster.addEventListener("load",loadHandler,false);
monster.src= "powerman.png";
function loadHandler()
{
draw.drawImage(monster,0,0);
That seems like a ton of unnessary coding, I don't understand how canvas is supposed to be faster when it has line after line of coding for every simple thing. And thats just to display an image , when you make a charactor move onscreen forget it on DOM you just put the direction your going in, on canvas you have to clearect() and delete previous image as your moving which is too much .I almost feel as if canvas was made to get people to quit coding.
I enjoy coding but it has to make sense to me. This is why if you know of any ebooks or tutorials of platform game making in pure DOM that will be so helpful.
You're probably not going to find any books on the topic because using the DOM to create a game is a bad idea. However, it might work for some game that are not that graphic intensive. If you're interested, Google made a game without the canvas a few years ago. You can have a look at it: http://macek.github.io/google_pacman/

What's the best solution for rendering a javascript game in Browser (complete viewport)

I think there are two diffrent solutions for the problem:
1) First the solution shown by aves Engine, which renders the whole game with html elements and external stylesheets e.g. CSS3 transfomations. Pro's are that the event-handling is much easier when working with div's than by rendering on canvas.
2) Like isogenicengine.com shows you could render the game on html5 canvas element. Mabye that's the better solution, because rendering on canvas is the way that millions of 2D-games were written before and in future the industry will optimize the drawing methods e.g. with hardware acceleration. At the moment the contra is that rendering on canvas is slow if you would like to render in fullscreen. If you would like to render only in a specific area of 200x200px that's okay, but in fullscreen you get stuck with a framerate of 10fps.
What do you think is the better way to create a game for the web?
Thanks for your opinion!
PS: If you have some articles about the topic please paste some links
I don't think it's a clear one size fits all kind of thing. I really think it depends on what you want to do with your game.
If you are doing a lot of vector graphic manipulation, perhaps canvas is a better choice vs engine like aves. For tiled based, maybe aves will work better.
You can render fast on fullscreen canvas if you're clever about only re-rendering dirty regions. But if your whole canvas needs to change every frame this obviously isn't going to help much.
I've spent alot of time recently looking into this issue and my conclusion is pretty simple.
Use HTML Elements, lets say that HTML5 actually makes progress and in one year the major browser support it. How long does it then take to get the general user base of the web on the latest browser (IE6 still has a choke hold in some sectors). So making the game available to as many people as possible is key! (In my mind anyways)
If however, your looking to learn and develop, go with canvas.

Is there a reliable way to time javascript animations with an audio file playing in the browser?

For example, I want the page to play an audio file while at the same time have some bullets slide into view at just the right moment that said bullet is talked about in the audio file. A similar effect would also be used for closed captioning. When I say reliable I mean specifically that the timing will be consistent across many common platforms (browser/OS/CPU/etc) as well as consistent in different sessions on the same platform (they hit refresh, it works again just as it did before, etc).
NOTE: It's OK if the answer is 'NO', but please include at least a little quip about why that is.
Check out this animation, which synchronizes a 3D SVG effect to an audio file.
The technique is explained in a blog post at http://mrdoob.com/blog/page/3. Look for the one entitled "svg tag+audio tag = 3D waveform". The key is to create a table of volume values corresponding to the audio file.
You'll obviously have some work to do in studying this example and the Javascript it uses to adapt it to your scenario. And it will probably only work in browsers that support HTML5.
Given the current situation and HTML5 support, I would solve this using Flash.

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