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Showing content with the highest reputation on 01/22/2019 in all areas

  1. 1 point
    You might remember in the old days non-exclusives were sometimes called "site-locks" and it was considered a big-bad when other sites embedded or IFramed the game (effectively leaching)? Whereas these days (within a revenue-split model) it's often advantageous to allow other sites to link, embed, and further distribute content - assuming it is properly managed with authentic parties. A good publishing partner will actively negotiate distribution and licensing deals with such channels - in a way not dissimilar to how TV "syndication" works. And, so long as all parties are recipients of the upside, this is usually a good thing that results in growing royalties. But I don't want to end up sounding like a sales pitch for anyone and everyone offering revenue-split - not all are worthwhile - explore, ask tough questions of potential partners!
  2. 1 point
    Hi @Kevin Trepanier, From a FGL-Flash-era comparison the big changes are HTML5's shift towards revenue-split, syndication, multi-platform, multi-player. A good Publishing Partner (who can bring high volume traffic and share revenues fairly) is good to have but might take time (and a small catalog of games) to find? Sponsors. The "Auction" exclusive-upfront-fee licenses are rare (or rather the level of risk for a small team to build a game of sufficient scope to gain exclusive interest is hard to justify upfront). The "Gameshop" style non-exclusive upfront-fee licenses do exist, however the number of active sponsors in the market are few so overall revenue is limited (in comparison to slower but longer revenue-split). There are links on this forum to such sponsor portals, although it's a changing list with high churn so your own research will be necessary. Virality. As always, it's possible but improbable! But more contagious these days is the speed and quantity of rip-offs and clones. Any big-idea must be protected with (or leverage) a server-side strategy. Of course everybody's mileage will vary, most will quietly stall whereas a few successes are very real and highly deserved (and often humble!). I hope that's a fair and helpful overview.
  3. 1 point

    A design of a CHUCK-A-LUCK dice game.

    There is a CHUCK-A-LUCK dice game at https://www.html5pcode.com/a1ychucka.htm that was designed to teach the art of coding. It uses structured programming, so it is easy to follow the logic of the design. The game is divided into small self contained pieces. It has a main program and a subprogram. The subprogram has routines that perform specific tasks when they are called by the main program. The game has links to YouTube videos that describe the operation of the main program and the subprogram routines. Once you learn how to design games like this one, you can go on to design your own games in JavaScript and/or a JS framework. This p-code lends itself to teaching coding because the source and object code are the same. The engine that created the code (source-code) is the same engine that executes the code (object-code). This makes it possible to do the following options. A DATA OPTION allows you to view the game's data, while the game is running. A TRAIL OPTION allows you to execute a few instructions at a time, so you can see what each routine is doing. A REAL TIME (RT) OPTION allows you to change instruction values, while the game is running. The YouTube videos show how these options are used in the designing of the game. There are many other games written in this p-code at https://www.html5pcode.com
  4. 1 point
    Guys, after having a lot of troubles to load ttf/otf font in Phaser when using mozzila and edge (they were displaying properly in Chrome, btw), I found a workarround. just use this in the CSS: @font-face { font-family: 'fontname'; src: url("../assets/fonts/font.ttf") format("truetype") local('fontname'); } Then you just use this in the preload function: this.loadFontTF = new Phaser.Text(this.game, 0, 0, 'zzzzzzz', { font: "5px fontName" , fill:"#ea88e7"}); this.game.world.add(this.loadFontTF); this.loadFontTF.alpha = 0.01; this.loadFontTF = null;
  5. 1 point
    Can you please give examples of cases when it should not be set to AUTO? I'm currently working on a game and when I set it to AUTO the fps is 3-8 on iOS (iPhone 6) but with CANVAS it jumps to 59!