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About b10b

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  1. It is possible. Being a Flash game it is downloaded from the internet, usually saved locally to cache, then run in the local Flash player. This particular example is more complex because of the run-time loading of subsequent assets, their hard-coded urls and the session management of the host. Possible yes, worthwhile no.
  2. You're welcome - what didn't work for you? Was it that: 1) The question and subsequent advice on "saving HTML5 games to be played offline" wasn't appropriate to the *Flash game* you wanted to play offline? 2) The Flash game includes hard-wired urls to its required assets, so we'd need to get into hacky territory of decompiling or adding local IP routes to achieve your ask? 3) You don't have permission to do any of this anyhow? As it's just a quiz, all you really need do is play the game once and write down the questions and answers to play offline. In this case the data XML is stored at: http://www.teachers-direct.co.uk/resources/quiz-busters/quiz-busters-game.aspx?game_id=148264. But I doubt that'll work due to session management, plus see point 3.
  3. I had a hunch @ammarhsn just wanted to save the game offline. To save a website offline try this https://www.httrack.com/ But consider that a H5 game may use dynamically constructed resource requests so there is no guarantee that all assets are knowable upfront, or via a crawler. So another option is to hit F12 on Chrome, play the game throughout and note all the assets that appear in the the "Sources" tab. Save each. Also consider permissions - check whether you have the right to store an offline version of such files. However, the game link provided is a SWF, that loads another SWF and a quiz data set - which often fails. So better off asking the original author. Don't worry @mattstyles I found your notes on AppCache failings and the Service Workers useful!
  4. Hey, spotted a little bug - if you split your single cell piece it bugs out at JP.Game.makeShape (game.js:1202) Nice enough game, very simple though so (imo) will likely not make much dough. Add more wow, more spectacle, rewards, hooks. Or consider doing something innovative with the concept like multiplayer territorial or head-to-head time attack?
  5. Perhaps get a feel for size-of-market - how many active non-exclusive publishers are there in Q1 2017?
  6. Envato / CodeCanyon is the modern equivalent of a middleman marketplace (operating on a ~freemium basis). Or revenue-split syndication publishers like Famobi, Gamepix, etc are a modern take on a curated collection pushed to advertising channels. FGL pivoted away from a concierge service because any given generic game is approaching zero value to an advertiser due to over-saturated supply - instead they shifted to a programmatic advert amalgamator with risk transferred to the developer. In summary there is no such thing as a "low price" because the lowest price is "the price". To bring prices up the product needs to be scarcer, or deliver unique and personalised value to drive up demand. I am not sure a middleman can do the latter in this market at this time?
  7. A "Mode7" pseudo 3D approach works well (flat ground plane made of strips + viewport aligned sprites). I did that once for a golf game, nobody complained the world was flat. I used the same technique you mention of a color map representing different surface types: fairway, rough, solid, water, sand, green. A second image had the visual textures, and I used Photoshop styles and filters for each - so making new holes was fast. Flybys and pulsing were important to the visual illusion - always keep the camera moving. To go full ground-contour is going to need voxels or polys, and the ball trajectory physics will get a lot more complicated too. Depends upon your audience as to whether this is a better approach or not? Main benefit of poly 3D is that you'll likely use WebGL, so it won't cook your mobile device like some pseudo 3D techniques often end up doing.
  8. I have no idea what just happened, but it was fun!
  9. Price point? I rate the Samsung ultrabooks highly if looking for a super thin Mac-like form factor, high build quality and smart energy management. Maybe given your lower spec requirements get an older Series 9 on ebay for <$300?
  10. Always see it through - focus on delivery and inner quality. There is much to learn from completing non-fun deals. Profit from that knowledge in future projects and trust in integrity in the meanwhile. Good luck!
  11. Not really - sorry Ewald! If you logged my commands while I played the game you'd see the path taken, the linguistic dead-ends found, my mounting frustrations and increasingly colorful language! You'd see where things fail and you'd see how to fix them. Otherwise it is a game of permutations with unclear sets, and unclear results where the author is the least appropriate person to evaluate the quality of the clues. Despite the issues I persevered towards completion because I enjoy deduction. Once I reached the point of rage-quit I switched to interpreting the source code for clues. So yes I had fun - but I did not enjoy playing the game as designed. Others might - only data will reveal.
  12. Sounds are great, shortcuts are nice, add more (e.g. numbers for the inventory). Like Beached part one it is still very hard to play - even with a single location. I did complete it but only by viewing the source code to look for hints. Specifically I got stuck after collecting the coconut and before killing the crab with it. I also didn't chance upon the right syntax for "piercing" blister, nor would it cross my mind to do that before entering salty water. After collecting the debris the game became too linear. While stuck I found many of the retorts frustrating - e.g. "I don't think the coconut can be used", "I don't want to kill the crab" or similar, whereas they should provide increasingly obvious clues. Good luck.
  13. Might do better off in the "Jobs" forum, and posting a streaming video? To save others the time of downloading. The video is 1m:25s showing a very basic driving game (think ~1990 3D game) set around a simple grid of streets (low poly scenery, labelled intersections, cloud skybox), hud shows speedo and 2D map, no other game mechanics presented. It's probably for a basic driving simulator, or other learning system potentially using streets as a visual metaphor? @Vivek Singh The cost and complexity of this project lies elsewhere than what is presented. You may do better to specify the game mechanics / user objectives or project boundaries such as schedule etc to receive a more informative quote. Note if targeting mobile, the entire control mechanism will need overhaul. Otherwise expect a range of quotes from $50 to $10,000, all with different expectations.
  14. I agree there's not really an obvious fit with the existing sub-forums ("coding and game design" perhaps?) and seeing posts in non-related areas can feel odd, or worse may discourage posting? However I'm unsure if a community of HTML5 game devs (predominantly client-side expertise) may currently have the width of knowledge to provide comprehensive or diverse answers to server-side questions (in comparison to alternative dedicated communities)? Or perhaps the answers don't need much width to be of value - in which case perhaps a sticky faq may work well? Whichever forum route is wisest, I am sure server-side design is a critical aspect of browser gaming's future.