GoldFire

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    31
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About GoldFire

  • Rank
    Advanced Member
  • Birthday 09/27/1988

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  • Website URL
    http://goldfirestudios.com
  • Twitter
    GoldFireStudios

Profile Information

  • Gender
    Male
  • Location
    Oklahoma City

Recent Profile Visitors

851 profile views
  1. [Steam] CasinoRPG - Casino MMORPG

    Thanks, glad to hear you like it! Which iPad Pro model year are you using? We didn't use pixi or phaser simply because they didn't exist when we started building the game. WebGL also didn't have very widespread support at the time (we started development in mid 2012 and launched the first web version about a year later). We are working on a new game right now with Phaser, but we were very close to going with pixi.js as well. I think if you want raw performance then pixi is the way to go, but phaser did provide a lot of nice features that have saved us a lot of time (and our new game is being developed on a fast timeline, which is what tipped the scales for us).
  2. [Steam] CasinoRPG - Casino MMORPG

    Thanks, we really appreciate it! Well, it wasn't easy to get it running on mobile as it is a fairly large and asset-heavy game, but after a lot of optimizations in our fork of the engine we were able to get it to 60fps on newer phones (think iPhone 6S and newer). It does run on something like a Galaxy S3, but it isn't great, so we are mostly targeting newer devices, which still represents a very large install base. Our core community are quite active with the mobile version, but it hasn't brought in a lot of new players. The Steam launch; however, has gone quite well so far and has so far brought in quite an influx of new players (largely due to being listed in the new & trending section for the first few days).
  3. [Steam] CasinoRPG - Casino MMORPG

    Ah, thank you, fixed!
  4. We recently launched our web-based CasinoRPG on mobile for iOS/Android using Cordova. We’ve now taken a similar approach for desktop and used Electron and Greenworks to build a PC/Mac app for Steam. CasinoRPG is an MMORPG that merges role-playing, tycoon, city-building and casino games. It is built using our own fork of the Isogenic Engine, which uses 2D HTML5 canvas. Download on Steam
  5. Dino Zoo Tycoon

    Not sure if copyright still applies since the game is over 20 years old and MECC no longer exists, but it would probably be a good idea to at least give credit to DinoPark Tycoon for all of the art/gameplay.
  6. [iOS/Android] CasinoRPG

    CasinoRPG has been successfully running on desktop browsers since we launched out of beta in 2014, but it was always our goal to reach more platforms like mobile. We are excited to announce that the game is now available as an app in the iOS App Store and Android Google Play store. For some background, the game is an MMORPG that merges role-playing, city-building, tycoon and casino games. The game is built with our own fork of the Isogenic Engine, and we used Cordova to create native apps for the game as well as a lot of work to translate the desktop experience to mobile. Download in App Store Download in Google Play
  7. [Phaser] Strike Tactics: free-to-play HTML5 RTS

    @feudalwars First of all, really impressive work, the game looks and plays fantastic! On a technical note, I was wondering if you'd mind sharing how you pulled off good performance with all of the particles you've (trails, explosions, etc). We've been trying to get some basic smoke trails setup in a game we are working on using Particle Storm, and with just a few on screen the performance tanks. Are you using a custom particle system or any other strategy to keep it running smooth with so much going on?
  8. We've been looking for some ways to cut the memory usage of our 2D canvas game and thought we'd try converting our PNG files to 4-bit from 8-bit using TexturePacker. TexturePacker shows half the RAM usage during this conversion (exporting as RGBA4444 instead of RGBA8888), but when we load the game we seeing ~100MB increase in process memory in Chrome. This seems rather counter-intuitive as I assumed worst-case it would use roughly the same memory. Any ideas what could be going on here?
  9. [Greenlight] CasinoRPG - Casino MMORPG

    We just got notice that we've been Greenlit! Thanks everyone for the support.
  10. [Greenlight] CasinoRPG - Casino MMORPG

    @Jammy @kaasis Thanks, much appreciated!
  11. [Greenlight] CasinoRPG - Casino MMORPG

    Thanks! We used our own for of the Isogenic Engine on the client. We wrote a custom server using Node.js (we open sourced a small part of it at https://github.com/goldfire/democracy.js). We also use MongoDB and Redis on the server for data, caching, etc.
  12. CasinoRPG is an MMORPG that merges role-playing, city-building, tycoon and casino games. We launched the game on the web in 2014 and have continued to roll out frequent updates over the last several years. The game is built with our own fork of the Isogenic Engine and we’ve recently been working on desktop applications for the game. So, today we launched the game on Steam Greenlight and would really appreciate getting your support with a vote! We’d also love to hear any feedback as we continue to evolve and improve the game every day. Vote on Greenlight Play in Browser
  13. Phaser Webpack Loader Plugin

    I first started by writing a Phaser boilerplate using ES6 and Webpack. However, the thing missing was simple asset loading through Webpack, so I wrote a new plugin to facilitate that along with some more advanced features like compressed textures and retina graphics. Just define your asset manifest file, add the plugin and you are done. Github/Docs | NPM Load all game assets in parallel. Load images, spritesheets, atlases, audio, bitmap fonts and web fonts. Integrated with Webpack for automatic cache-busting. Supports all filetypes. Supports asset postfix for retina support ('@2x', '@3x', etc). Supports automatic loading of compressed textures (PVRTC, S3TC, ETC1).
  14. Compressed Texture with Atlas

    For anyone interested, loading of compressed textures is fixed in Phaser-CE 2.7.7.
  15. Phaser 2.7+ and Atlas Compression Questions

    Did you ever get this figured out? I'm trying to setup something similar to the below to get this working with an atlas; however, I can't even get the PVR file to load (it correctly selects the PVR file when on iOS, but it just hangs on loading forever).