Omg, I love this. Thank you Frank!! When you read AI you think on big models, but it is always a joy to know that we build custom AIs for the projects. I'm very happy as well that you are implementing more user menus and UI in the projects.
Hi. Yea. AI used in games since the 80s is not the same exact thing as machine learning and language models. It can be quite simple actually as I show here
i actually memorized all script from Franklab. it helped me to refactor other youtuber's game code into my own way(frank's style). Your contents is really freaking great and teach me way to how to catch fish! I really appreciate!
Amazing how you are able to teach such polished projects. I don't have the patience... Are you doing these for your actual work or just to teach on UA-cam?
Your projects are even more elaborare. I cant even imagine how much work you put into your last course. I do it just do it for fun. I need to find a job where they would pay me for these haha
@@Frankslaboratory some of my code-bases are quite big, but the end result doesn't really look like an 'end-product' in any of them. I mostly focus on the learning experience.
@@Frankslaboratory Well, I'm more into React and Javascript frameworks nowadays, so when I see lot of staff that could be coded as components, or even separate classes, I can see the advantage in organization using that modular code, but I always learn something now with your tutorials. :)
@@braveitorWell, you will not find React very useful for canvas drawing as it isn’t changing the DOM. You could wrap up the entire project into a single React component though where the canvas element is inside a React component. It might generate many DOM updates that way though. So you would have to work around that.
@@douglascounts4634 Yes, you are right. I meant that those concepts of reusable components are really useful as they avoid to write time and time again similar code. In this case maybe using several classes (for players, objects, even controls...) could make the code much readable, organized and expandable. :)
I want to remake some classic arcade games lime Megaman or the original Mario but need to find a good way to teach tile maps to make the levels decent size
I made it! One concern, though, is that, I have to set eventInterval in game class to 120 to work smoothly on devices of 2GB RAM which makes the snakes' movement faster than I want. Is there a way to fix this?
Why responsiveness, if touch is completely ignored? Yes, different screen sizes on Desktops. My stats show that 85% use mobile devices nowadays. I think touch controls are a must. And a pain to implement properly.
actually its easy, you can just declare a variable that will contain the clicked button (keyboard or html buttons showed for mobile users) and the remap to the game action. if you want touch support for your game instead of html buttons to register your game actions you may already find a library that register touch events instead of implementing it yourself.
@@AyoubNachat-wm4no I figured your that this is not enough. Unfortunately, iOS, iPadOS, Android, with or without keyboard inputs. There is lots to consider. In worse case, multiple inputs are triggered. Viewport behavior… It‘s a mess if you want to be compatible with several inputs and or platforms.
@@MeinDeutschkurs i was only talking about devices that have a browser in them, and since the game controls are in the browser environment (a simple html button that fires an onclick function) everything is going to work good.
Hi, yes canvas is made for handling graphics, it is good for performance. With more complex games it depends on how you write and optimise your code, same as any other language.
A bomb of awesomeness just exploded !
Bang! 😂
Omg, I love this. Thank you Frank!!
When you read AI you think on big models, but it is always a joy to know that we build custom AIs for the projects.
I'm very happy as well that you are implementing more user menus and UI in the projects.
Hi. Yea. AI used in games since the 80s is not the same exact thing as machine learning and language models. It can be quite simple actually as I show here
i actually memorized all script from Franklab. it helped me to refactor other youtuber's game code into my own way(frank's style). Your contents is really freaking great and teach me way to how to catch fish! I really appreciate!
You are awesome Frank. We love you. Thank you for the tutorial.
Thank you. Very happy to read this comment ☺️
Amazing how you are able to teach such polished projects. I don't have the patience... Are you doing these for your actual work or just to teach on UA-cam?
Your projects are even more elaborare. I cant even imagine how much work you put into your last course. I do it just do it for fun. I need to find a job where they would pay me for these haha
@@Frankslaboratory some of my code-bases are quite big, but the end result doesn't really look like an 'end-product' in any of them. I mostly focus on the learning experience.
Great tutorial. Lots of great stuff there. Even the game seems fun. Thank you.
Hi, yea there was a lot of stuff to cover, I think people might prefer shorter classes.
@@Frankslaboratory Well, I'm more into React and Javascript frameworks nowadays, so when I see lot of staff that could be coded as components, or even separate classes, I can see the advantage in organization using that modular code, but I always learn something now with your tutorials. :)
@@braveitorWell, you will not find React very useful for canvas drawing as it isn’t changing the DOM. You could wrap up the entire project into a single React component though where the canvas element is inside a React component. It might generate many DOM updates that way though. So you would have to work around that.
@@douglascounts4634 Yes, you are right. I meant that those concepts of reusable components are really useful as they avoid to write time and time again similar code. In this case maybe using several classes (for players, objects, even controls...) could make the code much readable, organized and expandable. :)
Yet another amazing learning experience, big fan of Franks Laboratory! Go Void Wolf! Thanks Frank!
Good to see you here Karl, thank you for your kind comment
Dude you are really an awesome teacher.
Very good tutorials, as usual! Love your chanel! :) I'd love to see a platform game tutorial with scrolling! :) Great work Frank! Thank You!
I want to remake some classic arcade games lime Megaman or the original Mario but need to find a good way to teach tile maps to make the levels decent size
I made it! One concern, though, is that, I have to set eventInterval in game class to 120 to work smoothly on devices of 2GB RAM which makes the snakes' movement faster than I want. Is there a way to fix this?
I would like to watch a tutorial about how to create these beautiful images.
I would love to do it but the way UA-cam works it's not allowed, algorithm... :D
Why responsiveness, if touch is completely ignored? Yes, different screen sizes on Desktops. My stats show that 85% use mobile devices nowadays. I think touch controls are a must. And a pain to implement properly.
actually its easy, you can just declare a variable that will contain the clicked button (keyboard or html buttons showed for mobile users) and the remap to the game action.
if you want touch support for your game instead of html buttons to register your game actions you may already find a library that register touch events instead of implementing it yourself.
@@AyoubNachat-wm4no I figured your that this is not enough. Unfortunately, iOS, iPadOS, Android, with or without keyboard inputs. There is lots to consider. In worse case, multiple inputs are triggered. Viewport behavior… It‘s a mess if you want to be compatible with several inputs and or platforms.
@@MeinDeutschkurs it's game that runs in the web what does the OS have to do with compatibility?
@@AyoubNachat-wm4no interface behavior. Just try to implement the inputs for any game on all platforms.
@@MeinDeutschkurs i was only talking about devices that have a browser in them, and since the game controls are in the browser environment (a simple html button that fires an onclick function) everything is going to work good.
When can we see a platform game in javascript? Just an idea.
I will do a platformer for sure, my favourite type of game, after tower defense I guess :D
Love this👍, Thank you!!
Glad you found some value
wow, this video is very helpfull for learning js, can you please make bubble shoter game in js?
Hey frank.. I actually wanna share some of my codes with u so how can i?... Btw amazing video 👌👌👌
You can email me, I respond to all email but it might take me a while
Thanks a lot for your tutorial.
I have a technical question, is the canvas suitable for games in terms of performance?
Hi, yes canvas is made for handling graphics, it is good for performance. With more complex games it depends on how you write and optimise your code, same as any other language.
This looks nice thanks.
Thank you
OMG new Video 😍😍
Yea it's been a while 😅
thanks frank 👍👍👍
Glad to help :D
Pumped up🎉🎉
Hi Ankush. Glad to hear
Supper nice 🎉🎉
Wow Impressive!!!
🔥🔥🔥
🖖
Wow!!!! Thank you!!
Glad to help :D
Make a pacman game
damn, today!!! lol
😅
thanks! You are the best. More videos like this please!!!
Glad you found some value
@@Frankslaboratory thanks to you so much. I learned so much from you Greetings and Blessings from Chile!
Holy crap you are a god
It's a simple game, it just has more parts than what I usually do. Trying to see what people prefer