b10b

Members
  • Content count

    275
  • Joined

  • Last visited

1 Follower

About b10b

  • Rank
    Advanced Member

Contact Methods

  • Twitter
    b10bgames

Recent Profile Visitors

2,258 profile views
  1. HTML5 current state in 2017

    I actually use Haxe (and Typescript) so I had many ES6 type benefits yesteryear. I believe the same is true of any user base - show them something unique, that scratches a real itch, and they can flock regardless of current loyalty. I still don't think HTML5 is the best technology to make games, but I do think it's the best technology to make web-games, and web-games should be the easiest games to consume - that's the itch it scratches (for me at least).
  2. HTML5 current state in 2017

    @MetalSlug636 In evaluating H5 it may be more valuable to prioritise user-benefit over technical-benefit? Perhaps focus on what H5 offers the player that cannot be achieved with alternatives. Stack choices (e.g. ES6 vs ES5 (vs Typescript vs Haxe vs [...])) can often be answered with a simpler question: "which choice allows me to bring value to market fastest". Generally things have moved on loads in the last few years - H5 is a well adopted and robust stack now so expectations are high, performance is high, consistency is decent and improving. Therefore there are H5 gamedev jobs, but they tend to be concentrated in market segments, particular geographic zones and employers still have a reluctance to remote workers - therefore the ability to relocate is likely critical?
  3. Pop-Pop Jingle

    With holiday season approaching I made a winter themed Bubble Shooter. The name of the game is POP-POP JINGLE and it is designed to run on mobile and desktop browsers (touch and mouse controls): http://b10b.com/poppopjingle/ Gameplay: Happy Holidays for everyone as you pop-pop all the winter gems using fast reflexes and strategy! An addictive and easy to play Match-3 Puzzle Shooter packed with over 100 festive themed levels. Can you collect all the stars? Technical: Based on our earlier game (POP-POP CANDIES) this version is also made with Haxe + awe6 + CreateJS and designed to run on any device at ~30fps. Many of the assets originated from royalty free sources. I made the holiday themed puzzles and the bulk of the other level designs came from a level pack designed for Frozen Bubble, so big thanks to contributors there. The levels (and star ratings) were sorted based on completion time of sample plays. This game is available to license from our website: http://b10b.com
  4. Sounds great. We've been involved in a few Facebook Instant Games with our partners and have enjoyed the process.
  5. @JacobSobolev Perhaps post a little about your startup: its goals, funding model, how it will succeed, and why professional developers might be interested?
  6. Suggestion: remove eventListeners when they complete their expected task - else passing the image around may invoke the same callback later unexpectedly. You may also do well to separate loading concerns from appearance concerns - i.e. load the images first (e.g. using preloadjs), swap the images using interactive code later. This can also help with the former suggestion.
  7. Game doesn't load - see errors in console (JSON issue). Project sounds cool - I wanna see!
  8. How do you distribute your HTML5 game?

    https://nwjs.io/ Useful for wrapping a H5 project as an exe (for Steam etc). Cordova or Cocoon would be the equivalent for mobile app stores. However, I'm not sure whether releasing a H5 game on an install-only platform is the best play? If your goal is to have lots of people play the game try conventional web strategies - free, easy, fast, shareable, accessible anywhere on any device etc - the web rocks! For what it's worth, my tip is avoid any pre-traction monetization efforts and focus on finding niche channels of players who can grow your audience organically.
  9. A game I made for a client

    I liked the shuffle and bonus buttons ... a smart feature / workaround for grid tile arrangements with an odd one out! Gameplay felt both slick and solid - good job.
  10. It is miraculous to share a creative experience with anyone, anywhere - without language barrier, cost, or perceived complexity. Browser games are an example of such simplicity.
  11. Web UDP - public demand

    Netcode.io is a solution that uses what currently exists to design around the problem - it's great to see such an implementation approaching a mature state. But the issues remain: use case is marginal, support is spotty. Will that change? I am sceptical there exists a significant untapped audience of gamers who seek UDP experiences in their web browser. Instead I see gamers who are conditioned to install for optimal experience (apps) or accept latency for convenience (web). If there exists more benefits for a wider group of users then perhaps gathering data and adding that to the proposal would be beneficial?
  12. Deploying games to Android.

    The retirement of Intel XDK is a real shame - it worked and had big obvious buttons. I'd used it for many commercial projects (all still live) and considered that Intel would be in it for the long haul. It's closure is a reminder that any cloud based services can be here today, gone tomorrow. Stay backed-up, flexible, portable, non-proprietary!
  13. Be cautious of auto-conversion and magical reuse of existing AS2 content. Google's Swiffy was really good for automated AVM1 conversions - but still a long way off from providing a decent modern (i.e. mobile) web experience to the user - hence it was deprecated. By the sounds of things OP requirements don't revolve around high framerates or other game-oriented features - so should avoid limiting options to game engines. Text-priority e-learning may find a better fit with React (or similar SPA approach).
  14. Hurray for BC! Emailed directly.
  15. iOS Emulator

    @TheBoneJarmer BrowserStack (or similar) might do what you need for such a test?