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About b10b

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  1. Great success story and first hand account on how to leverage HTML5's market reach back to platforms that monetize. Congratulations to FRVR - even if I can't condone pesky programmatic ads
  2. Google "javascript obfuscator online" for several free and easy options. Such techniques can bloat your JavaScript and are easily prettified back again, so not sure if it's a worthwhile strategy? Secret-sauce is probably best kept server-side.
  3. Tough one. Some options are: Support every device by setting the bar so low it touches the ground Support only a finite list of devices and test thoroughly (each device must be owned - use judgement on what is significant market share and what is obsolete) Make games with automatically degradable features or asset sets (intelligently determined based on device capabilities) Endeavour to support Publishers' lists of devices by a blend of 1,2,3 and a helpful dose of their QA feedback Also ask your customer what "support" means to them? Perhaps a simple message to the user that their device is not capable is sufficient?
  4. Likewise, interested in the response to these GPU accelerated headless advances (but for slightly different reasons).
  5. What @mattstyles says. If you want to borrow any code here's a quick and crude version that does similar to what you want: http://b10b.com/mockup?0-http://b10b.com/poppopcandies It's using an IFrame for convenience, which is not ideal for performance on mobile. So I use a server-side useragent check as well - if "mobile" then skip the surround page and go directly to the game. You may not need that if wrapping the Canvas directly?
  6. @True Valhalla, wow you've been busy with retrospective editing of your posts! It is appropriate to wish to correct your originally bullish remarks, but less appropriate to use such corrections to call others names or to promote profiteering click-bait? Suggestion: mark future edits with the word "edit", "addition" or "clarification". For the record I do not think it is appropriate for this forum (which attracts a larger number of newcomer developers) to promote false promises targeted specifically at them.
  7. If sponsorship is a micro-niche that generates small value then where might bigger value exist? Gambling, social, adult, advertising - these are the areas web-interactive growth has historically occurred. I think there's evidence it exists for HTML5 today (via trend analysis, user habits, job postings), but that's arguably a far cry from making games in a purest sense. Bets could also be made on emerging gaming trends like .IO or IM games. Alternatively HTML5 gamedev skills are highly transferable to SPAs or UXD. Whatever the choice, there's a fair amount of insurance in the technology stack.
  8. I am trying, sorry if you are offended. There are "too few sponsors" but also enough to support "plenty of developers"? My reading skills suggest this might be a contradiction.
  9. If we agree that there is little non-exclusive sponsorship market, perhaps we can also agree that devs wishing to Make Money With HTML5 should be skeptical of click-bait to the contrary?
  10. Please can you name more than half a dozen active sponsors who regularly and consistently purchase non-exclusive licenses? The list you provide on your blog (behind an email signup, or element delete) reveals most are obsolete or not worth trading with (in your opinion). I think I'd agree. Too many irrelevant ads too soon, creating delay and frustration, destroying the fun and with it the potential to grow a discerning audience craving more. Audiences have been conditioned to lose sight of the value of their own time, to tolerate relentless haphazard-programmatic ads rather than pay a quarter to play a game. Everyone loses.
  11. For a work-for-hire project of that quality and scope I'd say you're at least an order of magnitude lucky Yes, probably wiser to set your $ expectation much higher else your chosen developer may miss their obligations or not be available next time? Anyways, you make the project sounds fun which is half the battle won!
  12. @GameBuyer please clarify whether the example game you provided (Eric & Don's Safari on Woppet.com) was commissioned by you for $200 with exclusive rights assigned. Or is it that you would like to be able to commission games like this on an exclusive basis for a few hundred dollars?
  13. Great presentation of course, but the gameplay was less than fun given the frequent team imbalance of a drop-in-out io game. The losing player has the choice: quit the game with no consequence or hang around honourably to keep the game alive and provide cannon fodder to the winning team while having all their defences obliterated to the point of unfair extremes. In other words the game punishes the good-sport rather than reward them - lol, be ashamed of such unfair game mechanics! Consider having more auto-balancing through automated guns, regenerating shields, chained kills, variable damage, moving shields etc. Attempt to create outcomes based on accuracy and strategy, rather than brute force team size.
  14. That's an interesting challenge. I'm sure producing value worth $1 in 2 weeks is easy for anyone who has completed a Ludum Dare! Whereas receiving the cash within the same 2 weeks may be much harder? Shortcuts include selling what isn't ours, or promising the world for a small advance - let's try and avoid both. An alternate view to sales (and cash-flow issues) is to think less about income and more about value. For example, what do we spend online that might be exchanged for our game development skills? Starting with a simple barter or market exchange is the easiest way to start generating value. A crude example might be that if our game generates a single social follower that could be valued at the ~$2 an equivalent ad spending might cost? Beyond that it's going to need to be a GREAT game these days to make any money at all. So it's best to start making games for all the other reasons.
  15. Congratulations to Prodigy - really great work that kids love and learn from.