b10b

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    b10bgames

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  1. Console reports: Phaser.StateManager - No state found with the key: ShowAd I guess that's my* ad-blocker breaking your game ... * I am not alone in such usage so don't assume this is an edge case. I understand - I used to think this way - I'd call it "finished" when "I" was done or the clock had run down. But making a game in a tight window does not justify skimping on objective play-testing or user-feedback cycles. Either scale back all disciplines to fit your timescales, or increase your timescales to include every discipline. Otherwise it might be like making a boat without a hull. I have found that getting comfortable with incremental "releases" makes development more rewarding in the mid-term (release fast, learn fast) and more financially stable in the longer-term (better user experience).
  2. Aesthetics are terrific, and I really like what you did with the letter box space. Big Pang fan, but I couldn't find my rhythm with this one - always felt like I was being backed into the bottom corners because the bounce above the platforms meant they represented double danger? Are there any other levels or powerups that come later? Controls were hard enough on keyboard, and discouraging on mobile. Overall suggestion: make a lot easier with clear milestones of success. Issues: 1) "Press shoot to restart" doesn't restart. 2) orientation change on mobile doesn't re-crop the stage.
  3. There's copyright notices in the source: pixi, gphysics, some mochi code? On quick glance I couldn't figure out whether a third party audio library was used. That has always stumped me with adopting Pixi - i.e. the optimum way to resolve pixi + preloader + audio? I think the doodle is a great example of a modern era web game, with more emphasis on characterisation and cut scene animation than new game mechanics - the simplicity is spot on and the overall experience well suited to the mass audience.
  4. Find an audience, ask them what kind of game they want, design the game, develop the game, choose the best-fit framework, solve execution issues. Not the other way around
  5. Audio files need to be downloaded and then decoded. Decoding can be a significant CPU task (blocking) on mobile and is rarely something that is cacheable at the file level - so avoid this during active gameplay. My advice (assuming this is for an RTS?) is have a preloader before each Level - load the assets needed for that Level only then, and don't worry about duplicate asset requests. Use the preloading screen to display information about the upcoming battle so that the passive moment is still useful.. The device will then cache as best it can using its inbuilt methods and capabilities, resulting in most duplicate requests being ~instant.
  6. Consider that streaming audio requires a fair chunk of available cpu and power resources to decode. A modular preloaded approach to extensive music might be an alternative plan?
  7. @planetneptune I don't use Phaser but many people do and seem to get a lot from it. I'm sure it's more than capable for such a golf game, as are any of its competitors. However, in my opinion, any fully featured game development framework risks being too opinionated, or too-well suited to a particular style of game, which can create tunnel vision and reduce options or independent innovation longer term. I would also avoid Javascript as a first class citizen for games, Typescript is more my thing, but Haxe is my weapon of choice. If you are a coding "barbarian" (!) you may prefer a game development toolkit instead of a framework - e.g. Gamemaker, Playcanvas, Construct, even Flash CC - they should allow you to concentrate entirely on the game rather than the underlying architecture? No choice is perfect, opinions will vary - so pick one and make it work.
  8. I was looking into to creating an early PGA Tour Golf clone the other day. My opinion is that much of the gameplay of these games is a proprietary physics abstraction rather than actual, and similarly the 3D view was only what was needed for the time. e.g. notice subtle time tricks like playing the player swing after the input bar has completed - giving time to generate the reverse-angle view during the outbound flight. Modern temptation might be to go full camera 3D and full physics - which I suspect will make things less gamey than the classics and head towards simulator land as ~realism is easy? Therefore personally I'd start with an overhead 2D game, and add a 2.5D view to it as a second version - that way it would stay grounded to the classics.
  9. @Markk perhaps you can tell us a little more about your existing users, what they are doing on your site, how you gain value from their actions, and what you'd like them to do more of? Answers to these questions will influence best-fit suggestions - e.g. something unique to your scenario. Otherwise, and more generically, I'm sure there are many developers here who will readily license their games on a non-exclusive basis - myself included (link to games in my signature). Revenue-split remains a divisive subject where demonstration of a publisher's past-performance becomes an important criteria - therefore this may be a harder sell for a new initiative? Edit: for other devs, Mark's site is likely https://pointsprizes.com/
  10. I am trying to follow. Is there a risk with a two-pass that some scenarios might be circular and un-resolvable? Have you considered a non static list - e.g. a getter for "prop", returning a Composite Pattern interface? Apologies if I am off the mark.
  11. You can always go the Steam route with a desktop HTML5 game. That's a less casual pursuit of course, and good advice depends on the game in question and where the potential audience might wish to play it.
  12. Looks nice, but very unfair. I got dead multiple times in a row ... reasons being: 1) My gun is smaller than his gun, it shoots less bullets, it shoots less far. 2) A bullet hit me ... that didn't. 3) He's invulnerable but I'm not. 4) I move slow but he moves fast ... was it a dash or a teleport? = rage quit. Suggestion - think more about auto-balancing. And add cursor keys for lefties. Edit: I played again, and I was the tormentor (camper always wins). I liked the movement of the bushes.
  13. Something like http://splix.io/ ? QIX rocked.
  14. 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. Edit again ... I got XDK + WKWebView + Latest Cordova (6.2.0) working using Apache's plugins and some tweaks: Install this cordova plugin by Apache: https://github.com/apache/cordova-plugins/tree/master/wkwebview-engine-localhost Which will install CordovaLocalWebserver and CordovaWKWebViewEngine as dependencies. Then tweak these config files: file: project/plugins/ios.json "cordova-labs-local-webserver": { "src": "http://localhost:49000", "PACKAGE_NAME": "io.cordova.hellocordova" }, file: project/project.xdk "startFile": "http://localhost:49000", "id": "cordova-labs-local-webserver", ... "paramvals": { "src": "http://localhost:49000" }, ... These tweaks are needed to set the src parameter to a specific port to preserve LocalStorage. You may achieve basic results by just setting the StartFile value instead. Good luck!