b10b

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    b10bgames

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  1. ios

    Try combining WKWebView with a local webserver plugin - e.g. "cordova-plugin-wkwebview" + "cordova-plugin-webserver". Either Cordova or XDK will work, eventually. And if relying on WebGL limit the iOS version to >=8 iirc. Edit: I take that back. Currently not working as expected because XDK version of Cordova (>5) is not compatible with cordova-plugin-wkwebview (<4) ... I am investigating an alternative or fix.
  2. Thanks for the heads up. I had no luck disabling this across the board on my servers - plus I read that doing so may impact SEO scores in future as Google strategy wants this kind of thing. I ran some tests using the desktop extension - the compression is quick and objective - only returning the artifacted jpeg if the resultant saving is more than a few percent. So if we're wise with our manual optimisation (and use of pngquant etc) I think the scenarios where this kicks in are appropriate - or rather appropriate flags to us that further optimisation is possible.
  3. @end3r I think developer.cloud is question-bait to scrape developer opinions into content-marketing, SEO or a dumb AI? It's persistent at least.
  4. @PrimeArwyn this article is a good start: https://www.html5rocks.com/en/tutorials/canvas/texteffects/
  5. i.e. not an Intel XDK issue. It's important to be precise to avoid future confusion and inaccurate negative association with such a topic title
  6. There doesn't appear to be any code posted above relating to Intel XDK or Cordova etc - why do you think the issue is XDK related? How does the same game play in-browser on the same mobile device? Perhaps the issue you are facing is non-apparent on desktop due to increased performance - for example update loops using a deltaTime, which is very small on the more powerful desktop, but larger on the less performant mobile to the extent of observable lag. But I am speculating. To avoid guesswork add runtime debug output for you to measure what's really happening on any give device - add functionality incrementally and zoom into any area that effects performance.
  7. A non-technical mistake is to design a multiplayer game that needs multiple players. Really the extra players should add to the fun of the single player experience, rather than be fundamental to it. Else there is nothing to retain initial players sufficiently long enough for others to join so the game never achieves "fun-velocity". I made that mistake before, with an arena style game that was hectic fun with 6+ players, but absolutely pointless with 1, monotonous with 2, formulaic with 3, etc ...
  8. Looks nice, but there were some major issues for me. The race went on and on, never finishing, despite me being awesome and taking first place from the second corner. Rich's point is that for English-as-first-language "Gran Prix" is spelled "Grand Prix" so it looks like a mistake to our eyes.
  9. Good fortune to you!
  10. A mouse killed me dead. A mouse. One little mouse. I had several axes to choose from. The mouse had several whiskers to choose from. I lost. It wasn't even close. Mouse 1: Me 0. I blame the dramatic music else I probably wouldn't have started the fight against such a powerful beast.
  11. I would tend to agree, but the important thing is that you are the Sponsor so it's your choice. There are pros and cons to either approach, and unfortunately they are (for the most part) mutually exclusive so a choice is needed to prevent contradiction. As you note the FGL exclusive advice is from a bygone era, for a bygone technology, applied in a bygone way - it's entirely irrelevant for now, and FGL is gone. Modern thinking tends to be about traction vs churn - I'm not saying that's synonymous with success either, but it's on trend at least.
  12. Great point - gamers with limited sources of supply who will favour keyboard over touch.
  13. Swing the question around ... be the "Sponsor" ... which is more valuable: A game that nobody has seen or heard of, has limited real-world testing, but looks good at first glance A game that has been tested by thousands of players and is showing traction through demonstrable metrics
  14. Exactly. You can use copyrighted characters to profit from, but ideally only after you acquire correct permission - e.g. licensing. Doing so can be easy, or can be near impossible depending upon your credentials and intended goals. Generally whatever resistance you encounter doing it right should be less hassle than paying the price for doing it wrong - that goes far beyond the copyright laws and low-probability of being sued, but into the high-probability of solid commercial plan. If you have a validated idea then ask the Character's owner about licensing ... you might be surprised where the conversation ends up?
  15. Developing a game is a multi-discipline design process that benefits from goals, measures and promises. So, yes, always write a GDD before developing a game - even if (initially) it fits in a tweet.