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b10b last won the day on July 16

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About b10b

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  1. https://webglstats.com/ Mid 2019 we're at 98%. These stats are being compiled mostly from libraries or websites that feature or require WebGL. There is a risk we're counting travellers at the airport. Perhaps the more important question is whether the project in mind significantly benefits (or suffers) from any dependency? Same applies for Unity. Just because it makes most-sense to the herd doesn't mean it makes most-sense to a specific audience or use case (because unification is homologous which can require compromise). Mobile-web is unique because footprint and initial load are critical while interoperability with other web systems can exploit new and emerging audiences in ways that other apps can't always manage. Yes, I might be over-stating the issue to make my point ... which is ... I recommend studying data specific for a desired audience - make tests and evaluate assumptions.
  2. Technology aside, you may find that the user interface design of your 2,000+ Flash games aren't best suited to today's audience and devices? Specifically games from 10+ years ago were likely designed for desktop, mouse controls, small text, small buttons, cursor controls? Today the basic requirements are touch controls, big buttons, one touch play, and other modern streamlined approaches that might not be compatible with desktop game-design choices? So even if you used an auto-magical porting system to technically achieve what you ask (of which there are many), the result might not be worth using? For that reason I'd encourage you to consider cherry picking the best titles from the list and re-imagining them using modern tech (and modern cross platform user interface design). What percentage of your 2,000 flash games account for 80% of the game plays?
  3. @kurhlaa The deterministic principle is that randomness is not present within the system. So if the same inputs to the system occur in the same order, the system's state is accurately replicable. In the case of bullets they would only exist on (each) client, they are spawned locally based upon synchronised player control streams (one of which is the local player), they terminate locally, and they are (theoretically) ~identical in their lifespan across all clients. This is just a simple explanation - to fully trust the deterministic principle can be naive - but it's a start towards understanding that even a highly complex game's data stream need not be any more complex than a simple game's. As mentioned additional data layers should be added (but need not be as frequent) to challenge and evaluate the naivity.
  4. Good, keep abstracting and reducing it down to the minimum delta and interpolate. Without knowing the exact details I do risk giving bad advice ... but ... you may wish to consider sending nothing about the weapon at all, instead send the player's inputs, or better - only the change in player's inputs (which is often a minuscule data stream). Then have each client be deterministic (bullets need only exist here). With some dead reckoning (and periodic corrective packets and occasional jury) it can be almost permanently "wrong" yet feel "right".
  5. One approach would be to share "commands" rather than object positions. Ultimately within a game there are zillions of things going on, whereas each player only makes a "new" decision every second or so - and not every decision affects every other player. Tune into that "need to know" strategy for significant optimisations. Also, games need not always be fair - if it feels "good" that's often a better result than being accurate. Big topic ...
  6. Might LocalStorage work for your goals instead?
  7. @whatisaghostwriter what is the url you are opening? e.g. https://www.facebook.com/embed/instantgames/APP_ID/player?game_url=https%3A%2F%2Flocalhost%3A8080 Are you able to successfully run the game from localhost without the facebook wrapper? Have you correctly enabled https for localhost?
  8. @Rezoner bullseye, great stuff. I'm a real sucker for anything slice or voxel based. I've had a quick look and my immediate question is ... runtime players? Can your renderer be packaged and consumed in projects directly (and skip the export stage completely)? Would it be performant? Or how about renderer as-a-service for skinning?
  9. As an update for anyone else affected, it was confirmed that Endpoint created Leaderboards not showing on the App Dashboard is intentional (for now) and that the "invisible" Leaderboards can be trusted as reliable. Currently there are no plans for new Leaderboard endpoints so, as a patch, we're thinking of extending our admin functions to include a proxy list (for future visibility and pseudo-delete).
  10. These days I've come around to that point of view - zero upfront time investment from a player should be the default expectation for a mass market game ... ... because modern games should basically play themselves, and the player influences the game to make it play better. Ideally such influence should be highly intuitive and avoid any need for text or instructional ui. That said ... quality text still has utility as a secondary or completionist device. Explaining a game in 8 short bullet points or less is always possible, forces the creator to emphasise the essential core, provides SEO or submission content, and defines a framework for more detailed content to follow (e.g. introducing the game's nouns for future strategy guides or YT narration). Will everyone read it, absolutely not. Additionally text is pretty cool (and cheap) for providing background narrative, dialogue and exposition if the game style suits it (like those early 90s Nintendo manuals) - and I still believe players' time investment is a valuable precursor to playing more specialist titles.
  11. b10b

    Soccer Hero

    With the kick off today of the Women's 2019 World Cup in France I'm bumping this post for relevancy. The game features female players (as well as men) and 70 international teams including the competing nations. GOAAAAALLLLLLLLLLLLLLLLLL! Play for free in your browser (no adverts): http://b10b.com/soccerhero SOCCER HERO is available to license (on a non-exclusive basis) from our website (or PM me): http://b10b.com
  12. @Noel thanks, the Facebook page you linked includes the reference to the "create" endpoint (just before "Step 2"): Our use case is we run weekly "seasonal" Leaderboards and found the "reset" endpoint (date based) to be unsuitable for our goals. In particular we want to archive results for historic seasons (not reset them), and we must correctly assign scores to their initiating season (rather than assign them to whichever season may be current at the time of their conclusion). Because the SDK doesn't offer grouping or filtering of meta we instead create a new Leaderboard each week postfixed by the season number, with the game sending the players' scores to the appropriate Leaderboard (based on date). These sequential Leaderboards can of course be created manually using the Dashboard tool, but the intention of using the endpoint is that we may, theoretically, automate this task and avoid potential for human error. All appears to work well, except for the reported issue ... the endpoint created Leaderboards don't show on the Dashboard, whereas manually created ones do. Might "list" or "delete" endpoints be in the works sometime soon?
  13. I remember going through the top hundred games on Facebook Instant Games platform a few years ago (to assess market share for a client). The results were more diverse than I anticipated, with many being proprietary engines. Our takeaway was it really doesn't matter what engine is selected so long as the choice delivers tangibles for the audience (e.g. in the case of HTML5 portals things like low upfront footprint, device compatibility, speed and ease of development / improvements). As for Steam, I would have a hunch the results are yet more diverse with the lion's share being Unity - however there may be no expedient (or free) way to quantify scientifically (does Steam even care)?
  14. If we create new Leaderboards manually using the Dashboard tool they show on the list of the App Dashboard. Whereas if we create new Leaderboards using the Create Endpoint API they do not show on the list of the App Dashboard. https://developers.facebook.com/docs/graph-api/reference/application/leaderboards_create/ The Leaderboards do appear to function as expected, with setScoreAsync and getLeaderboardAsync working as if the Leaderboard had been manually created. We've not exhaustively tested this ... @Noel does this smell fishy to you? Are we getting a false or unintended result? Or should we go ahead and trust those invisible-Endpoint-created-Leaderboards? Sadly there is no Endpoint to list them or delete them, but trying to create them again verifies their existence through Error 3408. Thanks.
  15. You will benefit from having a range of devices (but a diminishing return per device). A lot can be done virtually these days (especially for HTML5 which is increasingly consistent imo) but the "oddities" usually only show up on the physical device. Having the issue "in hand" can make finding the fix faster - and ultimately developer time should be worth more than the cost of a device. That equation comes down to a good business model, and sensible budgets ... Some tips to reduce costs: Encourage members of the team (or friends and family) to get different personal devices. Supplemental devices can be bought from reliable reconditioned suppliers (there are specialists on Ebay). Study the uptake of devices and spend your money on where the market share is or will be (not was) - which is mostly older devices. A high end latest device might seem essential, but resist the temptation - it'll have lower market share than the same flagship from 1 or 2 years ago (which are a LOT cheaper). Having a high-end and a low-end device for Android and iOS is probably a minimum (but one can be a tablet and one a phone). Remember things move forwards, review your collection annually (which means spending an annual budget), and be prepared to cull older devices rather than support them indefinitely. Recycle appropriately. Make LOTS more money from selling your games than you spend on devices! And consider outsourcing all the testing and QA when you achieve a major hit