Gio

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Gio last won the day on November 10 2013

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About Gio

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  1. Disclaimer : I'm no expert, although I've managed to successfully raise some venture capital funding for my company so I have a bit of experience with it. Having said that... are you really, really sure that you really want to do this? It's important to know what you want to get out of it. Nobody is ever going to give you money for free. It's always a tradeoff. Firstly, it's going to take a lot of time and effort to get your first round of funding. When I first did it, I had a very strong background that helped me make a case that people wouldn't be wasting their money by giving some to me. Even then, it took several months to finalise our first VC deal. Think about it, several months. Do you want to spend several months trying to raise funding (which may or may not work out), or do you want to spend that time making a product that you can sell? It's really one or the other, you won't have time for both. Secondly, all the money that you may get for example from "EU funding for small business", as you say, comes with some strings attached. In most cases, the EU funding will be for creating new jobs in your area. This will be different on a case-by-case basis, but basically it boils down to something like "for every 10k euros that we give you, you have to hire a new employee". But you said that you don't particularly want to spend your time managing people, so consider that carefully: if you are successful, you'll spend much less time coding and much more time managing people (after spending time trying to hire the right people), writing monthly reports for your investors, etc. A lot of people that seek initial "seed" funding for their business, just do it to have some psychological reassurance, not because they really need the money. It's just to say "Hey look, someone has given me X amount of money to work on my idea, it means it's not such a crazy idea after all". It's just to validate your idea. Sometimes you want to prove this to yourself, sometimes you want to convince the people close to you. And it's great when it works out, but it does come at a (big) cost. You've spent time and energy to get a good deal, and that's most likely affected your original plans - maybe you didn't want to hire as many people as you had to. And once you hired them, maybe you can't work on your original idea anymore because you need some short-term money to pay for the salaries. To be honest, what was suggested above, i.e. find a part-time job to pay your bills and spend the rest of your time working on your projects until they're ready to ship and generate revenue, is not a bad idea in many cases - I wouldn't dismiss it so quickly. Good luck
  2. Landscape or portrait mode for html5 game

    Just to expand on mattstyles's answer, while it's true that you can't lock orientation for a web page, it's fairly easy to force a particular orientation by applying a css transform when width < height (or the either way around). Some js frameworks come with this feature out of the box, with some others you have to do it yourself - but even then, it's usually pretty simple. Now whether you actually want to do that, is an entirely different matter. On a phone with a 2:1 aspect ratio, the address bar in landscape mode takes up a significant portion of the screen, so unless you go full-screen it can be pretty annoying. Much less so in portrait mode. In general though, I think it depends on the game. Some types of games work better in landscape (rpg, strategy, etc), some others work better in prortrait (space shooter, match-3, pinball, etc).
  3. I think in a nutsheel, what mattstyles was suggesting is that you need to re-draw all the players every time. There are better / more efficient alternatives but that is simple and would solve your problem.
  4. Create multiplayer games rapidly using MoBubby

    Just a small suggestion if I may. From an API point of view, this alone moBubbySend("{\"name\": \"" + moBubbyUserName() + "\", \"action\": \"exit\"}"); would put me off using it. Can you consider, instead: moBubbySend({name: moBubbyUserName(), action: 'exit'}) and then, internally, JSON.stringify that.
  5. How to make facial expressions?

    Sorry, my bad. It is called an "Interactive License" these days. Their website is very confusing, but I believe the Ineractive License is essentially what the Game Developer license used to be. Except that you need to purchase this per item rather than buying an expensive one that covers all your models. For example if you go to get Genesis 3, there's an additional box you can tick for the Interactive License (just below the add to cart button). But again, not very cheap.
  6. How to make facial expressions?

    Daz3D's standard license doesn't allow you to do that, but you can buy a game developer license from their website precisely for that purpose, see here: http://docs.daz3d.com/doku.php/artzone/pub/gamedev/start Not very cheap though
  7. Audio Debugging

    If you used a dynamics compressor node as opposed to a filter, you'd only reduce the amplitude of the loudest frequencies when necessary (as opposed to reducing the amplitude of a constant set of frequencies all the time) https://developer.mozilla.org/en-US/docs/Web/API/DynamicsCompressorNode
  8. Analytics for html5 games?

    Google analytics - it may not be the best but it's very convenient for me to have all analytics in the same centralized place. You can send custom events with ga('send', 'event', 'category', 'action', 'label', value);
  9. 500 HTML5 games in 4 years.

    Very impressive, that's about 1 game for every 2 working days... not sure how this is even possible, but well done. Can you tell us how you pull that off? Like you spend 2 hours thinking about what game you want to make, 5 hours for art, 7 hours writing code and 2 hours for cleaning it up and publishing it? Or do you work 24 hours a day including Christmas and holidays? It'd be very good to know what "break even" means too, in terms of numbers, if you don't mind sharing that information.
  10. true; It also exceeds 80 characters (not a bad thing IMO, but jshint will complain about it)
  11. It's surprisingly good I've played lots of "one-touch control" platformers, and I must say I've had more fun with this than with some of the big-name ones like rayman. Well done!
  12. JavaScript Framework's

    Sadly html5gameengine is terribly out of date. Tried to contact them several times to update our entry, but no luck - we're stuck with a description and links that were accurate 4 years ago. Quite frustrating given the amount of referrals that we still get from that site. Hopefully someone will make a more up-to-date list that becomes as popular as that one. Mattstyles has got some very good advice here. I'm not entirely sure about the first part, e.g. we don't commit new code every day, we just release new versions every 2-3 months. Another way to gauge activity is to look at forums / blogs and see if there's anything recent: if the last post is from several months / years ago, then it's probably an abandoned project. But other than that, pretty solid advice.
  13. PhoneGap/Cordova is not needed anymore for Android

    There's one here: https://github.com/slymax/webview However this approach is only suitable to Android >= 5.0. Sadly there's still a good portion of Android devices (about 25%) running version 4. It might be a bit too early to ditch Cordova / Crosswalk / etc completely
  14. To The Capital II

    From a visual standpoint, it looks like this will be a massive improvement over the first instalment. Will you keep the same gameplay as well? I followed the link to your website but there's no mention of it being a sequel (though it's implied by the name). Normally you'd stress that to encourage your existing player base to try out the new game. Does that mean that you're not satisfied with how things worked out for the original To The Capital and want this game to be its own separate thing?
  15. While that may appear to work, it doesn't... the value of _attacker, when the timeout funciton is executed, will be the last value that was assigned to _attacker in your foor loops. I'd like to point out that you have a bigger problem there, in that you have 2 nested loops that are iterating using the same i variable (even though you are redefining it, it's the same i variable in both loops). Probably not what you want. Anyway I wanted to suggest that you don't need to make players an array to use forEach. You can also do: Object.keys(players).forEach(function(i) { // do something with players[i] });