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About vornay

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  1. If you hosted your own web game, and another site copied/stole it, would it be acceptable to have the game display a bunch of traumatizing "PIRACY!!!" alerts after a certain date? As the creator and host of the game, you could repost it with the date pushed farther in to the future, as needed. People who copied your game, and did not have the latest one, would end up displaying a warning about themselves. This would require no connection to your site, or any other site, so it would be hard to prevent. Maybe offer a reward to the first person to report the pirate site.
  2. If Google's Dart/Flutter language can build HTML/WebAssembly apps that run at 60FPS, wouldn't it be a good candidate to be the implementation layer of Phaser? Not to mention the apps could be cross-compiled to run natively on iOS, Android, Fucsia, OSX, Windows, and Linux.
  3. Aren't there legal issues with making an online version of a commercial board-game?
  4. Inside a Phaser3 game, can you access "User Account" data on a server via a REST API? The idea is for the game to access user account information, item inventory, game credits, friend messages, etc, that are on a web/game server. This would also prevent other companies from stealing the game. Most HTML5 games I have seen are small stand-alone games.
  5. I see that the various JS game engines have text and text effects available, so they could be used to create an Interactive Fiction type of game. Would the 60FPS of these game engines cause a mobile device to run its battery down? An IF game could potentially run on very little CPU. Using a game engine is interesting because a lot of the game-mechanics have already been done (input,audio,etc).
  6. Something like this (I just googled "can a web page tell if it is in an iframe") https://www.pixelstech.net/article/1532747442-How-to-check-whether-a-web-page-can-be-loaded-in-iframe
  7. Could your game check the URL that it is running from, and if it matches a known thief, display a warning?
  8. The people on this forum are pretty good. Probably the best.
  9. I have a hard time visualizing the market for HTML games. Is it all mobile-first games, or is there also a market for more serious games that just happen to be done in HTML?
  10. Cool, this is what I was thinking. Basically, do my AI calculations in between the 60FPS frames. Is there ever a time where you could do some mass calculations without updating the screen, except maybe with a spinning wheel, or progress bar? For example, if your program generated a random world for the player to explore, you might put that code in to an initialization section. Or is it just better to do all your calculations between the FPS?
  11. So the answer is "look into web workers" ?
  12. I know the Phaser engine has a high frame-rate, is there a preferred way of performing long-running tasks? Is there something already built in to Phaser 2/3 to do this?
  13. Should I start with Phaser2, or are there Phaser3 tutorials available?
  14. I assume mobile app stores and HTML5 game portals have strict rules about the content of what they will publish. If you know you are going to self-publish a game on your own website, do you take advantage of your complete creative control? It should be like being able to make an "R" rated movie, instead of a "G" rated movie. Perhaps edgier content could help HTML5 games break-out from other types of games. Are there already games that have pursued this approach?
  15. What game engine did you make your Grand Prix game in? That game looked amazing.