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About b10b

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  1. Use a globally accessible function to multiply by a constant coefficient - thereby converting between pixels and yards etc. But if wanting to convert back from yards to pixels in a reliable way be mindful that, in programming, not all floating point coefficients are accurately reversible. Another approach is to keep your game units independent of pixels, and only convert them to pixels when it's time to draw something involving pixels.
  2. Read with interest, thank you. I'm a user of functional (or functional reactive) and I'm always interested in how others can gist their passion! I've seen clear benefits going functional with appdev (React + Flux) yet remain very satisfied with SOLID oop for gamedev. I would summarise as: what takes considerable discipline with oop is (usually) inherent with functional.
  3. Please go on ... can you explain the pros and cons in an easily digestible bullet point list? What it is, what it isn't? Where it excels, where it fails? Ideally in relation to a known game genre.
  4. Math.atan2 will map deltas in x and y to radians. Then multiply that back to degrees if preferred. https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/atan2
  5. Read with interest. I think this is great news as it's the official nod that Crosswalk is (or shortly will be) redundant. What used to cost 20MB-40MB is effectively available for 0MB on modern devices (since Android 4.4 iirc). Thanks Crosswalk, and farewell. Now if only iOS defaulted to wkwebview.
  6. For mobile web development I have tended to prefer the Haxe libraries that don't over-stretch, Whereas load time, footprint, initialisation delays etc can be quite cumbersome for the cross-target solutions as they tend to introduce bloat or dependencies that are not needed for the inherently cross-platform HTML5. So my advice is to first look at up-to-date Haxe externs for Pixi, Phaser, CreateJS, Babylon etc with the intention of joining those communities - if they don't deliver what you need then consider a Haxe-centric game library (probably starting with Flambe). For reference all our games are made with Haxe + awe6 + CreateJS, and designed to load and initialise fast on all devices. For a heavier-weight game I would evaluate BabylonHx vs BabylonJs.
  7. Adaptable, scalable, flexible are often the measures of a useful tool. Game devs are a curious group of people in regards taxonomy - typically disciplined in how they identify things and the nomenclatures used - to the extent they have created powerful language features to shape their classifications and break away from single-purpose. Game genres exist today primarily as a sales channel, keyword filter or emotional trigger - in these areas single-purpose often sells more seats.
  8. The first dozen questions are nothing to do with games, and cover areas from education to romantic relationships - which is very off-putting - then the bulk of the questionnaire turns to what games the participant plays. Most taxonomy questions on this study appear rooted in the theory that game genres are exclusive to one another, whereas modern games (those that aren't based on franchises) are often born from cross-genre blends or experiences that defy comparative reference. Perhaps classification (or grouping) is becoming an outdated concept - especially digitally where items can (and should) appear in multiple sets simultaneously. Today we can look at living relationships between items for relevancy. A practical example of which is to say that any new game is "in the style of concrete-example-of-similar-game(s)" or personally recommended based on "games liked by other players who also liked the games you like".
  9. For a puzzle game I would predict that the server-side logic may only share a minority of the client-side logic, potentially none at all other than for testing? Whereas it may share the majority of data / value objects. My advice is start there - define the read-only aspect of each Object and ensure that is self contained and portable. Next steps would be to create the Objects that read the data and add logic to accomplish their tasks - ideally in a component and/or system way to allow re-use from client to server if warranted (and be cautious of Event dependencies). Finally inject the view to each Object, which will likely share little between client-side and server-side as it will serve quite different masters.
  10. Message sent. Edit: the OP (JacobSobolev) is an indie game developer with some very basic C2 HTML5 games to his credit. Via PM he asked for specific prices for individual games and licensing terms. Perhaps this thread would be better prefixed with [Market analysis] rather than [Paid]?
  11. @richtornado If you are very new to Javascript and coding you may be unfamiliar (or uncomfortable) with the practical need to borrow other people's code (libraries). Rarely is any single scenario sufficient to justify this in it's own right, but collectively the scenarios mount up to the point of common sense. As a newcomer it may be wise to embrace this from the outset - e.g. adopt a gaming framework where lower-level systems (like loop and inputs) are already included and higher-level systems are available from community plugins. For example "adding swipe controls to mouse movement" needs to consider consolidating mouse and touch events, potentially compensating for event target element transformation, extrapolating the delta of a movement over a period of time, recognising such deltas as gestures (swipe being the easiest), testing on multiple devices, optimising for performance, maintaining into the future. I wouldn't wish to put you off doing this though - it's all fun and valuable longer term, just maybe complex and off putting shorter term?
  12. 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.
  13. 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.
  14. 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!
  15. 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?