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About b10b

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  1. b10b

    JS is the best for me?

    My advice ... avoid thinking of making games as a technology pursuit and instead think of it as a user-experience pursuit. Therefore put your audience needs ahead of your technology selections. Who are they, what do they want, what devices do they play on, how can you engage them, how will they reward your efforts? There's many niche reasons to focus on browser based gaming, but if you're not already aware of these and just want to start-making-games-already then Unity is probably the more mainstream choice for gamesdev today. Or alternatively stick to the path you already started, the significant benefit of web stack is that it has become the mainstream choice for non-game applications. Have fun with whatever you decide!
  2. b10b

    Classic Space Adventure

    Awesome, I've been looking forward to this Thank you.
  3. b10b

    Server side rendering?

    I dunno about being lightweight ... the shim and other node canvas dependencies can be significant. From my experience of server-side rendering I'd say the phantom route is less hassle, especially if using a remote service (e.g. phantomjscloud).
  4. b10b

    Server side rendering?

    You may also want to consider using PhantomJS. It's going to be much slower than in the browser (and WebGL won't be an option last time I checked) but it can often create "server-side" graphical results close to the "client-side" equivalent (and using the same code).
  5. b10b

    Postmortem: Adventure Drivers

    Great write-up, I enjoyed reading it and wish you every success with "Adventure Drivers". May I ask how you combined Howler with the Pixi loader - was it straight forward and were Haxe externs readily available for Howler?
  6. b10b

    Is it a good idea to add Music to online games?

    As a game developer I enjoy adding music to a game. I can't imagine creating a game without music featuring somewhere. There might be cases for not having background music - e.g. if the main game is set in an environment that has other ambient or rich soundscapes. But some musical phrases to highlight key events or motivate choices or UI scenes is always warranted in my creative opinion. As a game player I rarely notice good music, but I do notice "bad" music. Bad music without a Mute button will send me packing ... and these all too frequently come as a twin-pack of badness! That's my take on sound design generally - sound is often passive so we mostly notice the bad stuff / it's a thankless task. For many developers the risk of doing it badly outweighs the benefit of doing it well - so a lot of games choose to stay on the silent and safe side. Plus the technical issues may be a factor for some developers too?
  7. b10b

    App Store Idea

    When I read this I wondered "is this one of those ideas that is so bad it is good?". I checked it wasn't April 1st ... it's worthy of a response at least I see public education on buy-local is increasing and there seems to be some appetite for it when it comes to farm produce. For a finite set of perishable consumables requiring transportation it makes a lot of sense, and when it's combined with keeping money in the community invested into resources that have long term requirements and benefits (like feeding the population) it's a logical ideology. But even with all that, "most people" still prefer to have their produce shipped from the other side of the planet - so long as it's cheapest and looks symmetrical. So when dealing with a digital entertainment product like games I struggle to find any comparable case for buy-local. They aren't finite, nor essential, they aren't perishable, they don't require physical transportation - possibly the only remaining benefit to buy-local would be to keep the money in the community from a philanthropic perspective? But given that games are so abundant and they have become so niche over the last 30 years the chances of a local community being properly served today using only market forces with a local developer pool is unlikely. I expect it would require significant regulatory control to prevent "blackmarket" games entering the market from outside the community? The result would negatively impact choice and opportunity for buyers and sellers alike. So is there any evidence local markets for games works? Yes - I keep thinking back to the early days of shareware, before the web. Games were distributed on cassette tapes, floppy disks - and friends and local markets were a good source. Mail distribution caught on soon after, but there was something very satisfying about the immediacy of collecting a game from a local source and playing it an hour later. Of course an hour is an eternity to wait today when we have downloadable content as standard. But my conclusion would be that there needs to be a "physical" barrier to entry to encourage geographic supply. Identify that and leverage it to the benefit of both buyer and seller and you may have something good.
  8. b10b

    Spine (Keyframed) V Animated Sprite Performance

    Is this at 60 FPS? If so try halving it, most eyes won't tell the difference (so long as the interactive framerate is still high). And use PngQuant / TinyPng for those spritesheets if not already doing so (to reduce initial load time). Just in case tips.
  9. b10b

    [WIP] Classic Space Adventure

    @jalex $4.99 for you right here, I must play this! A LOT of people will feel the same ... the challenge is using the LEGO IP and navigating the licensing issues (if moving your game into a commercial environment). Conventional publication may not be appropriate, pure-free-fan-game may survive a while, something under the LEGO roof may be viable ... You probably have this figured out but I'd love to know - Who do you want to play your game? What's your ideal goal commercially? And yes, again, totally ace!
  10. b10b

    Spine (Keyframed) V Animated Sprite Performance

    @sHAYM4N using Spine to directly export to sequence png / atlas is a compromise worth investigating. What it may lack in runtime flexibility and silky smooth 60fps WebGL framerate it makes up for in improved playback rate when using Canvas renderer on lowend mobile devices. The right choice depends on who the audience is and what they are using.
  11. @jamespierce oh thanks, and I didn't mean to cry a sob story or take anything away from your situation - you have every right to grumble! But yes, the primary goal is to avoid throwing away good energy on these issues and, instead, focus on first-to-market or domain-based IP protection.
  12. That's unlucky @jamespierce. I also see lots of our games there ... But what frustrates me more than seeing unlicensed games is seeing bad clones of our work. I see both our original "Slalom Hero" game ... and the cloned mess that is "Ski Slalom 3D" ... here's the story: Original: http://b10b.com/slalomhero/ Clone: http://www.game-game.com.ua/189841/ Someone, (aka devgru), decided to rip our game, change a few graphics and list it on Envato / Code Canyon. From there it proliferated ... today I see it popping up all over the place, and it's getting worse. Theft aside what really grinds my gears is how badly the ripoff was done - it's markedly inferior to the original with clipart graphics and watermarks! Envato totally duck any responsibility - sure they responded quick enough to the DCMA take-down but they took no action to notify their customers (who bought our item without our permission) that they should surrender / destroy it and get refunded - hence the proliferation. So - whatever you buy from Envato - be mindful that it may be stolen and you will never ever know. But, back to topic ... don't sweat the small stuff, there's always someone unoriginal and meaningless ripping something off. Whereas any party worth doing business with will be double checking licensing rights and permissions - and demanding assurances and quality! Deal with them.
  13. b10b


    Not at the moment no, still work in progress. We do post process everything - but not necessarily for clarity, more for effect or separation from other sounds.
  14. b10b


    We bought a couple of Blue Yeti's (~$300 for the pair). Decent sound, well supported with compatible arms etc, versatile for other purposes. Selected because of value to quality ratio.
  15. Within a NodeJS environment I like to use PhantomJS for server-side image creation. Reason being that it works pretty much exactly as client-side image creation and is single dependency. If wanting to "off-world" the Phantom process there is the excellent PhantomJSCloud.com service.