scheffgames

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scheffgames last won the day on March 15

scheffgames had the most liked content!

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About scheffgames

  • Rank
    Advanced Member
  • Birthday 09/01/1983

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  • Website URL
    https://adrianscheff.wordpress.com/
  • Twitter
    https://twitter.com/scheffgames

Profile Information

  • Gender
    Male
  • Location
    Land of Biting Bytes
  • Interests
    Programming, Photoshop, Design, Games
  1. A game I made for a client

    A quick project that I made for a client a while back. A match 2 game, finished in just 9 (intense) days. Artwork and programming done by yours truly. Cool things I made: ability to modify and add custom text for various windows with placeholders for various variables - like number of coins per level, time in which the level was finished, etc., a (simple) public API that allows for simple starting the game and receiving all the data from all the sessions the player plays at the end (number of coins, times per level, etc). Particles were made with TimelineFx (which is starting to grow on me due to the ease of use and good results despite the fact that a more advanced program is available - Particle Illusion). There is no end menu or start menu as this part is handled by my client who wants to integrate this game with various platforms. What surprised me was the fact that altough the client (which is a small startup) has two very capable JS developers they still used my services. I guess all that Photoshop and game development experience matters. One thing I like about this game is the snappiness and the incredibly simple reshuffling mechanic which proved to be so much simple than I was afraid. The design and artwork also took a bit of experimenting - sadly the fonts for displaying remaining moves, coins and time were changed at the request of the client and don't match as well as the previous one. Match 2 game
  2. The title says it. I'm curious about how PIXI works and I will probably get my hands dirty. But is it worth learning it properly if I'm already familiar with Phaser?
  3. The gods are dead. Good luck though, you're going to need it.
  4. God damn it....don't know how I missed that. Thanks for noticing!
  5. I’ve launched my first game under the EXONPLAY brand – Nature Basketball. It’s a simple basketball game in a relaxing nature setting. It’s available on Google Play – my main monetization channel. I’ve also published it on a couple of online games portals where it can be played directly in the browser: Kongregate, Newgrounds and Itch.io. The browser versions of the game have hand-made ads that point to either the Nature Basketball Facebook Page (for pc users) or to Google Play App (for mobile users). Short Post Mortem. I’m unhappy with a few things about Nature Basketball. Firstly it’s quite large with 17 mb worth of files – it takes a bit to download for users with slow internet connections. Secondly the game performance it’s not very high – the main reason behind that being the multitude of graphical elements that make up the scene. The submission process to Kongregate, Itch and Newgrounds was easy and straightforward – I spent no more then 10 minutes. Submitting on Google Play took a bit longer and I’ve discovered some minor bugs after I’ve already published it so I had to quickly push some updates. Other then that everything seems to be working fine – the ads are displaying properly, there are no crashes. We’ll have to wait though for a bit to get some feedback from players. Marketing. Right now my marketing channels are the Nature Basketball Facebook Page, the custom ads displayed on the browser versions of the game which point to the Google Play App and to the Facebook Page, my twitter account, r/webgames, r/gamedev and html5gamedevs.com. I’ll have to think and research more channels so I can increase the game’s visibility. Expectations are quite low at this point. I’ll just have to wait and see how it will evolve during the following months. Close Future Plans. The next couple of games are going to be shorter (dev time), with an abstract theme and using some popular existing mechanics. This will hopefully solve the two main issues that I have with Nature Basketball – slow performance and high loading times. I’ve already started working on a simple abstract endless runner kind of game. The mechanics are very simple (and already done) – right now I’m working on the graphical aspect – it’s going to be very minimalist and sci/fi themed. I intend to keep the dev times shorter on this one – hopefully by the end of the next week it will be ready to launch. The best thing about self-publishing and not relying on other game portals to buy my game is that I can experiment wildly with both mechanics and graphics – which I intend to do fully in the somewhat further future. I also intend to have a rapid cycle of gamedev and release – 2 weeks for a game is the current maximum allocated time for a game. That’s all folks. Original Article.
  6. Is NeutrinoParticles the best particle effects editor for JS?

    NeutrinoParticlesEditormaster5bf0cd5_error_report_170624-120634.zip Windows 10, 64bit.
  7. Red Bull Soapbox Racer

    Uncaught TypeError: Cannot read property 'interaction' of undefined at Function.x.init (redbull-soapbox-racer.min.js:398) at Lh [as __class__] (redbull-soapbox-racer.min.js:7) at Function.Lh.main (redbull-soapbox-racer.min.js:7) at redbull-soapbox-racer.min.js:1468 at redbull-soapbox-racer.min.js:1468 It seems I can't play games today, second game where I get an error.
  8. Is NeutrinoParticles the best particle effects editor for JS?

    Looks promising but it just crashed when I run the editor: NeutrinoParticles Editor.exe caused ACCESS_VIOLATION at 0023:00000000
  9. Full Article excerpt " I was right to be afraid of porting my html5 games to android. It’s a bloody nightmare folks. I may exaggerate a bit – maybe just a bad dream. I don’t know about you but I’m a lazy developer. Meaning I just want things to work how out of the box with minimal overhead. I also suffer from the impostor syndrome – specially when it comes to web development, adding plugins to existing packages and configuring stuff. Mainly it scares me because I have 2 options when I encounter something new: 1)Follow tutorials and use Google 2)Spend large amounts of time to learn all the ins and outs of a certain technology. Since I may not like learning that tech in depth or simply I don’t have the time I usually go with no. 1 – Google it. It helps if that tech it’s well documented and it works decently. Alright, let’s start sharing some tech stuff. So what do I do if I want to port my html5 game to Android? A quick google shows me some options: IntelXdk, Cocoon.js, Cordova, PhoneGap, Ejecta, Crosswalk, etc. IntelXDK sounds good – so I install it. The interface it’s pretty straight forward but you don’t have an option of simply choosing your project file and have it converted to an APK. Nope. You first have to create a project (blank html5 or cordova) – intel will create a directory structure with some files and folder and most importantly a www folder. Then you open that www folder in explorer, delete existing files and paste your html5 files (index.html + assets) – at least that’s my dumb way of doing it, maybe there are smarter workflows. Like I said, lazy. Next I go to Simulate tab – click play – sure enough my app it’s emulated and it’s displayed correctly. Now I go to the Build tab, select android as my only build option and click on Build Package. After a while I’m prompted to save a .zip file somewhere on my folder. I dully comply. I eagerly open the .zip file hoping for my juicy apk but instead all I have it’s some files and folders. WTF? Thankfully there’s lots of helpful aiding links in IntelXDK – so I follow them and I find out that I have to either use Cordova CLI or PhoneGap to make an APK. CLI sounds awfully complicated so I go to the PhoneGap website, make an account, upload my .zip file, download an .APK (finally) and install it. It works – somewhat. It’s all out of alignment and there’s a status bar sticking out and it’s in the wrong orientation. Damn. More work. Sigh! Now I’m starting to get a feeling it’s going to take a while. " Full Article
  10. I'm starting a new documented journey in the world of games.

    I know that hosted domain looks unprofessional but like I said in my HelloWorld - I have to write about the journey as it happens - and it's nothing that redirect won't solve when I'll set up my blog properly. Let's hope so! Or even better, let's take the hope out of the ecuation and believe it will happen. There's an old Arnold Scharzenegger book (or big online article, can't remember) where he talks about how he's going about fulfilling his goals - it's very inspirational and doesn't apply necessarily to bodybuilding. Two things he said stayed with me: 1)Work hard and smart - success is sure to follow sooner or later. 2)Know and believe that every hour of work you do brings you closer to your goal.
  11. Hi folks! As some of you know my html5 business has not been going very well. After much thought and consideration I arrived at the conclusion that I do like making games too much so I won't quit this path. But I'm making some drastic changes to my whole (nonexistent) marketing/monetization approach and some changes to usability/UI/features and such. I've started a blog documenting my whole approach: https://adrianscheff.wordpress.com/ And that's about it - we'll see where this goes.
  12. Why use return statement

    I don't want to be mean but have you considered picking up a Javascript book to teach you the basics? You'll be stranded forever on forums asking (extremely) basic questions and struggling to understand code. To answer to your question however, "return" it's a Javascript keyword that stops executing the current function (and returns a value or nothing) and returns control to the calling function.
  13. Phaser time

    If you're using Phaser time then it will probably be (never used it myself so I might be wrong) a certain increasing value that can be used to measure how much time elapsed since a certain event. You don't really care about the initial value - all you need to know it's displayed in milliseconds and it increments accordingly. http://phaser.io/docs/2.4.6/Phaser.Time.html#now So at a certain point in your code you could say: var shootTime = game.time.now; Later in code you could check if a certain amount if time elapsed like this (checks if 1000 milliseconds have passed and does something): var mSeconds = 1000; if( game.time.now > (shootTime + mSeconds)){ //do stuff } or var shootTime = game.time.now + 1000;//stores the current time + 1000 milliseconds if(game.time.now > shootTime){ //do something } Like I said, you took those two lines out of the context so I can't really be sure to what those variables are pointing.
  14. Phaser time

    A context of the above lines would be useful for understanding your question. this.time.now - "this" refers to the JS context so it might be different depending on where you use it. nuts.getFirstExists(false) - seems like a function that gets an object (nut).