sbat

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sbat last won the day on November 9 2013

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About sbat

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  1. Finally, #VR done properly https://t.co/FLGUa1X5VI

  2. sbat

    typescript compiler in webstorm...

    > 2. i can use gulp to compile all ts. But how can i compile only one ts file when i make mofidy? Webstorm comes with Typescript file watch/transpiler:https://www.jetbrains.com/webstorm/help/transpiling-typescript-to-javascript.html Every time you change a file, it will be automatically transpiled. However, you are probably using typescript "-out" (or equivalent gulp/grunt task) to combine everything to one javascript file. In this case you are out of luck, and can really do one of two things:1. (this is what I do for now) Just disable file watch, and compile everything with gulp/grunt, even if you change a single file. Typescript compiler is relatively fast, it compiles in <2 seconds for me.2. Generate separate javascript files with webstorm (and gulp for consistency). Then build your final game or load individual JS files with some external package manager (https://webpack.github.io/), which you can also invoke with gulp. I have not tried this path, but want to do that one day.
  3. sbat

    typescript compiler in webstorm...

    1. This is source map file. It maps JS file lines to TS lines, so that you can debug TS directly in the browser or IDE. See more details here: http://www.aaron-powell.com/posts/2012-10-03-typescript-source-maps.html. If you don't need that, it is safe to ignore the files or disable their generation.
  4. Ilya did sound fx and music for Dino Lab (game we built for the customer, video above), and also for our upcoming html/native title. I'll definitely work with Ilya again. He quickly delivered high quality sounds, was always open for feedback. Definitely recommend!
  5. sbat

    Resolution ratios nowadays?

    I ask artists to create large (or tall) backgrounds (4000x1280 in fact for my latest game). Not paying too much attention to details on the edges, but keeping them decent (like continuing mountains, sky, etc). This is usually not affecting efforts/budget too much. Normally I do games at 640x960 (or similar landscape if requested by customer). But if native port is required or customer wants border-less experience on iphone 5s with browsers controls on, big backs come to rescue.
  6. I have zero experience with Panda.js . But if it really does not have explicit init function, nothing stops you from dynamically loading any scripts after device ready event. Quick googling suggests there are no issues with creating SCRIPT tags at runtime under Cordova: https://arvinbadiola.wordpress.com/2014/08/16/dynamically-loading-stylesheets-and-scripts-in-cordova-with-ember-js/
  7. Maybe if you have full control it is easier to just put everything under single domain with proper DNS setup? (if your site is aaa.example.com, point your image buckets as image.aaa.example.com) Have you checked actual HTTP request and response? Do you see proper CORS exchange? One thing as I noted might be that you are setting CORS attribute on image tag too late, and simply not firing a request. https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS > I'm struggling to understand. The key here is that there are three parties in a potential malicious scenario: A: Secret server to what you now have access (in your local network, for example, or by acquired authentication token/cookie, or by your IP address). B: Public server with potentially malicious script. C: Your browser Your browser C has access both to A and B. Web page served from server B is free to load images from anywhere and display them in browser window C. There is no harm in showing you the images, that you have legit access to. But if browser C ever allow page from server B to access pixel data of the loaded images, this page can parse and submit your secret image to server B. Therefore browser C requires you to ask server A: "Is it ok that someone sees the data that you are about to give without requesting user consent?!". And server can respond: - No, this is private nude photos . - Sure, this is public anyway, anyone can see. - Yes, but this is private image, only trusted.example.com can manipulate images
  8. I think you should investigate status of CORS requests and responses in the Network tab of your browser. Let's look on what happens here... "By default" in most general case what you are trying to do is impossible and prohibited by browser (no matter what fancy attributes you add). Imagine that you could do something like this without server permission. In such case, if I could somehow learn that your top-secret future game is hosted at http://127.0.0.1/topsecret (local private URL), I can send you a link to my own site. And when you visit it, javascript on such page will pull things from your local server (which you have access to), and post them to my site. Neat, right? Moreover, in such an unlimited world I could still you personal photos in the background, querying them from your facebook page (as your browser carries all needed authorization cookies), and posting to my website. Therefore, browser needs to ask in the request "can I please use this images any way I want". And, what is important, server has to respond: "Sure, this is public info, go ahead". So two things to double check: - Set crossOrigin attribute BEFORE setting src attribute. If request is made, it might be too late to ask permission. https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_enabled_image - Check that server indeed responded with CORS approval. If not, you are out of luck, and simply can't do anything. You cannot prevent tainting, if "foreign" server does not allow you to do this.
  9. sbat

    [PIXI] What's the uvs option?

    If you want to change bunny into frog "on the fly" without creating new sprite, yes. For example, if you are creating fireworks with green, red and yellow rockets, and just using same 100 sprites for the entire course of animation as recommended (just changing their frames as they "expire"). If you need to just create a bunny, a frog and a kangaroo - no. All attributes will be loaded initially (and whenever list of children is updated).
  10. sbat

    HTML5 Game Devs at GDC 2015

    I'm coming! Please post a date and a place, and I'll be sure to join!
  11. sbat

    Cocos2d-JS, anyone using it?

    I'm trying Cocos2d-JS for the upcoming game. Big thing about it: "native bindings" for native applications. I.e. when you create a sprite, it is implemented natively in C/OpenGL on Android/iOS and with canvas/webgl in html5 browser. Wrapping arbitrary html5 code into apps is still HUGE pain, thus Cocos2d JS is really promising here. However, this is relatively new player in html5 world. So, you will probably find issues, smaller community, etc. For example, my immediate finding was that there are no solid bindings for TypeScript. If both native apps AND html5 version is not a priority for you, I would suggest you look at more mature HTML5 players: - Phaser as solid well-supported end-to-end game engine (or Pixi JS if you just need rendering) - CreateJS as a collection of rendering, preloading, sound and tweening libs
  12. createjs is good. I've successfully used it to build all my games, and will continue to do so. Its main advantages are similarity to Adobe Flash AS3 object model. Flash also does its html5 content export with createjs. However, if I were starting today, I'd seriously consider pixi: - It seems it decently supports WebGL for a while (still beta in createjs) - Some of its assumptions are (out of box) more performant for normal canvas. For example, createjs tends to do saveContext/restoreContext for every display object, which affects performance on older devices. It is not particularly hard to write your own createjs container, which does not support object tree with arbitrary transformation and avoid save/restore. But out of box Pixi, it seems, can be faster. - Some of the phaser/pixi features are just more mature (like bitmap font support is better there). - Pixi community seems to be more lively and geared toward game development (especially if you add Phaser on top of it). However, best piece of advice I can give: DON'T use HTML5 in general and phonegap in particular for building Android apps from scratch. Unless this is for some sort of competition, or educational project, or a game less demanding than 2048. For web apps playing in mobile browser HTML5 is the only choice, and I am big proponent here. But for native apps it is really a poor choice (unless your are building native app as a side project of mobile or desktop web app). With Unity, or Adobe Air, or native route, you'll find much less nasty surprises. For example, with phone gap you'll likely find performance issues and hiccups on Android 2.3.x (and even earlier 4.x). You'll likely be struggling with audio (experimenting with various low-latency audio plugins). You'll have no access to GPU on some older (but powerful) devices, and on newer devices you'll not have control over very basic things like texture loading.
  13. I'm keeping any eye on https://crosswalk-project.org/ On Android they just provide latest Chromium browser engine (Blink) into APK. It would only work on 4.0+, but provides same performance and reliability across the board on all devices.
  14. > What are the chances of my idea being stolen and developed, I find it very unlikely that someone would like to steal undeveloped and unproven idea from the customer. Good ideas (concepts) are not rare and easy to generate. Paying customer is much harder to come buy. One can take customer's money AND develop some other ideas (which are not rare and easy to generate). Or steal some proven idea (clone the game or app, or clone game from the old platform). Think about it this way. If Flappy Bird author paid you fairly for the development of this game a year ago, would you be inclined to steal it and publish it on your own? Would you be able to predict its success?
  15. This would have been death of the industry, if we had not had: - Steam - Kickstarter - Consoles (including hand-held consoles) Mobile has its specifics: short sessions, huge dependcy on being in TOP100, big return of investement and big budgets. Author just refuse to understand that Dungeon Keeper released on mobile device is NOT real time strategy game, but Clash of Clans clone. Complaining that digging one block takes 24 hours is bit like complaining that hard-core flight simulator needs you to read manual before you can even taxy to the runway. This is specifics of the genre, part of the fun, live with it, or choose something else to play.