Gio

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Gio last won the day on June 6

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About Gio

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    http://clockworkchilli.com

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  1. I have written a blog post with some details about the development process. You can read it here. The idea is that in each part I'll cover one thing that went right and one that went wrong. In the first part: - What went right: client-server architecture - What went wrong: building on top of prototype code I hope someone will find it useful Also, the game is now available on Steam!
  2. Hi everyone I've made a tactical strategy game (single and multipalyer) with the help of some very talented people, including some active users of this forum too. The game will be availble on Steam from June 5th for Windows, MacOs and Linux. Android and iOS versions will follow. Please check out the Steam page or the game's official site for more info. The game was made with our own game engine (WADE) which is free to use if you want to make your own games with it. I'll be writing some blog posts about the development of the game (what went right and what went wrong) as soon as I get a chance.
  3. Amazing stuff as usual Rezoner! Can you give us some technical details? What tech you used for front end and back end and all that?
  4. Gio

    Wade 4.0

    Hi @kolkat I couldn't tell you if it's better or worse than others, I've only ever used Wade. I can tell you it's pretty good, but I may be biased We've made some moderately successful games with it. Maybe try it and see if you like it? We also have some isometric tutorials if you look on our site. To answer your question, in the past we used to have a freemium model whereby you'd purchase some "premium plug-ins". But it was too much effort to maintain the e-commerce side of things compared to how much money we were making with that, so yeah now it's all completely free. I'm afraid all the info on that site you mentioned is terribly outdated.
  5. Gio

    Wade 4.0

    Hi everyone A few weeks ago we released version 4 of our awesome html5 game engine. TLDR: Here's a 3-minute video overview It's a pretty unique thing that you can use as a plain JavaScript framework (with your own IDE and tools), or as a fully integrated authoring tool, or both at the same time. It does a lot of things, including: Drag and drop objects to construct your scenes Write game loops and event handlers for your objects with an integrated code editor Powerful Sprite and Animation editors Isometric and Tilemap terrain editors Physics editor: define shapes, connect objects together with joints, define physics properties with an intuitive GUI Flow chart editor to organize your game logic Real-time shader editor for individual objects and for post-process effects Dedicated visual editors for specific game types such as Match-3 and Hidden Object Export your game/app with one click to Windows, Mac, Linux and Android. Or download the source to do whatever you want. Use ready-made assets from a growing list of online repositories. You always get access to all the code powering them so you can change anything The key thing is that it's a very, very flexible system that allows you to do things the way you like: Design games with a fully-featured visual editor, or use WADE as a plain JavaScript framework to integrate with your own tools. Your choice. Write all your code from scratch, or use pre-made objects. Or some pre-made objects and some of your code. You decide. Entity-Component-System. Or not. Or just a bit. It's up to you. Entirely data-driven. Partially data-driven. Not data-driven at all. Pick the approach you prefer. Event-driven or update-loop based. Or both. Whatever suits your needs. Choose a renderer: WebGL, 2d canvas, or both together. Organize your game flow with code, or with flow charts. Want to do a bit of each? Of course you can Work directly in your browser using our online editor, or download it and use it off-line It's completely free to use (and open-source), give it a go if you like. The visual editor works in your Chrome browser, no need to download anything (if you want you can download it though, or just download the js framework).
  6. 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
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. Gio

    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
  13. 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);
  14. 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.
  15. true; It also exceeds 80 characters (not a bad thing IMO, but jshint will complain about it)