b10b

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b10b last won the day on August 28

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  1. I see many of us here are building programs that run on any device with minor loading times. Running those programs at interactive frame rates is often crucial to game-mechanics. So why would performance not be a requirement of a proposed rendering technique intended to inspire beginners? By way of comparison I'm currently working on a little game, set in a hilly forest. All done as "3D" using Canvas (2D): a few dozen lines of code, hurtles along at 60fps on mobile, with CPU cycles to spare for audio and game loop. Please hold your applause, I cheat a lot - such performance is only possible due to tricks and culling - it is not a general-purpose 3D engine. Nor does it look as good as a real-time shaded environment might. Which is my point. WebGL + 3D frameworks are usually general-purpose and performant - they are the place a modern-day beginner should start. Whereas software-emulated-3D approaches are history-book curios with narrow modern-era use cases. If we're heading into curio then let's be curious
  2. Nice, I liked the attention to detail on the phone booths! Canvas (2D) is very versatile. Have you considered how to optimise to boost things from ~1 fps to 30+ fps? For example, batching, limiting upscale, caching rotations, integer positions, clip regions. What current operations may be safely discarded?
  3. Interested to discover more. Specialising in HTML5 and NodeJS stack, we have produced feature rich multiplayer games on an exclusive basis for clients. Contact us via PM or directly at https://b10b.com
  4. Irrespective of frequency most UI events should avoid breaking user-experience to instantiate an Ad. UX mistakes are frustrating to players, devalue Ad impressions (nobody is receptive to an Ad at an inconvenient time) and therefore dilutes eCPM. Wiring up all UI events (to be at the mercy of another party's decision making) is unwise for the Developer who should be focusing on how to retain and reward the player, not frustrate them. A good Platform needs to trust the specialisms of its Developer partners to make the right call on when an Ad should occur. Is it possible to release a game on Game Distribution without any Ads? E.g. until retention is demonstrable?
  5. It is possible, but it's perhaps a little "back-to-front" to what you describe? There are a few approaches that can work (given the mid-2019 API): Create a new Leaderboard each month. Use it for that month only - have your game connect to it using a naming convention that includes date / month. Use a single Leaderboard for all months. Entirely reset that Leaderboard each month (or delete entries which are older than the current month's start date). Use a proprietary backend and synchronise Leaderboard entries. This will theoretically allow you to filter limit and offset ranges on the getLeaderboardAsync method based on relative dates (complex and not entirely without other issues!). For more information see: https://developers.facebook.com/docs/games/instant-games/guides/using-leaderboards In particular the references to the Facebook Graph APIs are what you need: https://developers.facebook.com/docs/graph-api/reference/application/leaderboards_create/ https://developers.facebook.com/docs/graph-api/reference/application/leaderboards_reset/
  6. Cool. Our quality HTML5 games are available to license (on a non-exclusive or royalty basis) from: http://b10b.com Thank you for respecting copyrights and licenses. Such choices will attract more discerning audience and partners towards lifting your site's value
  7. Typically media catalogs that allow syndication / embedding provide APIs for this purpose (and have acquired the permission from the content owners before publishing). So, if you are finding that your deep-linking is breaking over time, it may be because your approach is a terms-of-service breach or symptomatic of a possible copyright infringement downstream? Perhaps you can share your website for review? You may do better to use proper APIs from reputable media catalogs or build up your own catalog of games independently? You can often license games from the original creators or IP owners directly (e.g. on a non-exclusive or royalty basis).
  8. Yes of course, my rambling mistake Corrected my original post.
  9. Yes, pretty quiet here these days with most action happening in the (excellently supported) Pixi subforum. I understand why communities like to move and refocus but what I think sometimes gets missed in such evaluations is the value of "cross-pollination"? For example running Babylon (3D) posts alongside Phaser (2D) posts decreases the potential for tunnel-vision within both communities because more diverse eyes are exposed to the issues and challenges - even if few people from alternate arenas directly comment, the exposure effect is unavoidable, perceived walls come down, and expertise can come in from the side. Perhaps that is the strength of moving to a totally catch-all environment like StackOverflow etc - where all topics are entwined? Not always warm, fun and friendly though, whereas this forum has always been generous and decent.
  10. Such warnings may sound reasonable, and the exact licensing terms of CodeCanyon / Envato may even shed more light on the particular situation described *. However Facebook et al don't owe developers an account or access to their systems to publish content. So it doesn't especially matter if an accused-developer is guilty, innocent or somewhere in between - because at volume these cases are cheaper to auto-suspend than to roll out an elaborate warning-strike-review system or manual audit. From my perspective ... so far I've published none of my own-IP titles on FBIG. Yet I have seen some of those titles published on FBIG without my consent?! I filed a DMCA takedown notice to FB and the games were removed. Far from an ideal scenario, and I could argue a more stringent publishing review process is warranted upfront, but the outcome is satisfactory enough to avoid escalation. * caution, just because something is "paid for" at Envato it doesn't mean to say it is legally licensed! For example, I've had one of my games listed there without my consent, it was removed after I filed a DMCA takedown notice however the dozens of purchasers of the "license" were not notified and they continued to use the items thinking they were valid. Hard to get that cat back in the bag / always best to buy direct.
  11. The scope of "coins" is set within the anonymous-function that is being called by the return of the promise. So it will be "undefined" outside of that function. So either setText() directly within the anon-function, or have the anon-function assign a value to a "coins" property that resides outside of that scope. Or don't use anon-functions, but that's a bigger story and probably off topic. Either way not an issue with FBInstant.player.getDataAsync or even Promises, just an issue with understanding scopes within functions.
  12. b10b

    Code protection

    @jar4563 hi, this comes up a fair bit, it's worth searching the forum. There's some simple measures you can do like code obfuscation, however nothing is going to prevent someone with skills from deciphering any client-side code worth stealing. For genuine protection the valuable logic must be on the server-side. So we're often talking client-server model, MMOs, io games and so on. For a beginner my advice is don't sweat it - some creep might steal your code (and / or your art) - so be sure to beat them to market and offer better player experience as you evolve your game faster than they can rip it off.
  13. I don't know you or your case but from my understanding of mass scale inventory systems this assumption is most probable. Hard to not take it personal, but big data working on experiment #922669581182284 didn't add up as expected. Unless you have a direct line to someone within FB HQ who can bypass the automation then you're now in a curious labyrinth that cannot be exited by your actions alone. Consider filing a quick appeal (again don't take the bot-like response personally) then move your efforts to things you can action - like moving to a new platform.
  14. Yeah, this is a quite remarkable clone!
  15. It's not so tricky ... pricing strategies usually require at least two parties interested in the same item. In the simplest of cases the item is your time and the two parties are 1) You, 2) Employer. For a deal to work the Employer will need to offer more than your "self-value" for your time. You then surrender your time in exchange for their money. Repeat, add skills & capabilities, increase self-value, increase cash buffer, increase price ... eventually, as your time begins to expire, your "self-value" will be so high (to you) that you will retire TLDR; If you think it's worth $495, you're right. But you are the Employer (who must pay the costs) until someone else thinks it's worth more.