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About b10b

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  1. If there's no reply within a week, probably move on? I agree with @toraleca - better to be discoverable and let anyone interested find us. So every backlink, every share, and every quality game out there helps build traction ... beyond just Sponsors / Portals.
  2. The Safari scrollTo() trick expired, and nothing has come along to replace it yet (as far as I'm aware?). Yes, Android has some nice fullscreen capabilities so use them. I think you'd be fine at 640x960 currently, maybe even less and focus on fast loading? Probably the biggest change since 2014 is WebGL and accelerated canvas proliferation. Therefore devices have become significantly faster so the need to work technical magic is reduced (for low end games) - focus on the player experience and have fun making the game.
  3. Hi, my advice would be to run some benchmark tests. Such results will likely vary significantly based on different devices or different browsers, or even different versions. An alternative approach is to design towards the "normal" - i.e. consider what is typical browser requirement for typical websites including typical adverts. Things that are "normal" are more likely to be optimized by browser and device vendors - and it is such optimizations that will often yield the biggest performance boosts.
  4. The hottest one is coming to town

    @PsichiX I could spend an hour replicating some colorful circles moving on a brick wall using additive for the lights and an alpha for the relief based on angle of lights (all using canvas). But I'd rather spend my time more wisely because nobody else cares and I think you might be missing my well-intentioned point? Your opening post failed to communicate anything of substance. Your subsequent demo failed to demonstrate the use case of why such lighting may be significant. Features are only "cool" if potential adopters can identify with the problems they solve.
  5. The hottest one is coming to town

    It doesn't work on mobile, and the demo effect (requiring desktop) looks similar to what can be achieved cheaply with vanilla canvas (on any device). Is "deferred rendering using parsed JSON" the primary objective of Oxygen? If so, what problem does that solve for 2D games in particular?
  6. Bubble

    @mazoku a quick test can be achieved by de-saturating the image (grayscale).
  7. The hottest one is coming to town

    I'm always interested to see new game engines, but this post (and the current github links) is too cryptic for me ... https://github.com/PsichiX/Oxygen What problem(s) does Oxygen solve, and why is it better than the alternatives? What are your goals for the engine and how would you like others to contribute?
  8. Bubble

    Plays well and I liked the "arcade" mode change of pace. Only big issue for me was that I found it hard to differentiate between some of the colors - perhaps including unique shapes or patterns will help?
  9. Build what you want to play ... creativity isn't about new ideas, it's about making the old obsolete.
  10. This is how scirra is treating its costumers

    @unforseen Tom is thinking like a systems engineer and his ask is sensible (... send him the files). His motivation is probably wanting to help all C3 users simultaneously, not just one at a time. So help him to help you ... if you've identified a real issue then he can fix it at core (you helped the community), or if you've got a local issue his expertise will expedite your fix (the community helped you). Yes, their customer service response was not ideal, and nobody likes having unfair terms quoted back at them - but identify what's the best course for you and your game. You probably selected C3 for good reasons, wouldn't having it work be best for you? Good luck
  11. Cool. "GamFab Barcelona" ... not seeing any search results. Maybe a link to your site to avoid ambiguity for those who may be interested?
  12. Our primary mobile game market is "instant", so ~5s initialisation times. That translates to 5MB-10MB for modern 2018 mobile connections (plus need to avoid large libs or initial processing times). Accelerated Canvas (at ~98% coverage) plus fixed resolution remains solid within this "minimum" criteria. Result would be SNES era grade, but with high def graphics? If extending beyond "minimum" we'd leapfrog and go 6x-10x bigger (30s-45s initialisation), WebGL utilising 3D with procedural generation, resolution independent and incorporate multiplayer or server-authoritative aspects. Result would be PS2 era grade, but with better shaders?
  13. Landscape or portrait mode for html5 game

    We've been locking orientation (and auto enabling fullscreen) on the web for years (while accepting it doesn't work in Safari or older Android stock browsers) - see 'window.screen' API. Games look great in landscape, especially so for desktop, where (according to our web stats) most browser games are still played. If targeting a particular mobile platform (e.g. Facebook Instant Games) then portrait may fit better to the users' existing habits - and that's the important part of the choice, make things work as the user expects them to.
  14. sprites with gradients / gaussian blur

    It should make no difference as the block of memory is the same block of memory. However, in practise the results may vary - so instead benchmarks should be run, bottlenecks evaluated and optimized. For example in some circumstances the format of the bitmap, the device used, the inputs to the lower level rendering methods etc can have dramatic effects on the throughput.
  15. Current state of the market

    @sk1e when we create new IP we make games quickly that our friends or family want to play or that leverages our existing interests. That has worked OK for us as our expectations are set low when it comes to spending time on indie. How about you, how do you select your next game project?