b10b

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  1. Similar background. Our approach was to avoid becoming deeply entrenched with an all-things-for-all-people-game-engine. Instead we use an abstracted in-house framework and include discrete functionality per-project. We then consume best in class libraries as they are needed (be they 2D, 3D, audio, particles, tweens, skeletel, services etc) - or develop proprietary functionality if required / preferred. Likewise tooling is often discrete and relates to each library rather than an all-in-one. All that being said, we started doing this long before there were really solid all-in-one choices - today a company-level choice would also consider recruitment and sales keywords.
  2. @endel yep, who's a smarty pants Played intuitively, even when I tried to trick it.
  3. There are a few decent tools aimed at this - in particular Spine2D (fee) and DragonBones (free). Both have runtimes for displaying with most popular H5 game engines (or just canvas). Their strategy is to separate the concerns of what a character is (bones), what the outfit is (skins) and what the animation is (state). By blending the state, or using dynamic inputs to adjust target points (using inverse kinematics) the results are quite versatile. The drawback to these cool toys are runtime payload increase, complexity of asset pipeline, supplemental licenses, yet more skills to be awesome at. Alternatives might include nested SVG or 3D Meshes (even if used as simple 2D billboards).
  4. What the best 3d framework?

    What game do you want to make? Are you supporting WebGL devices to their fullest potential? Or just targeting non-WebGL? Are you comfortable with "pseudo-3D" (or "2.5D") approaches? Have you considered server-side rendering? I think advice will be different based on answers to these questions. Else, I recall threejs had a Canvas renderer (long since deprecated)?
  5. @endel separate configurations can work of course. Alternatively try in-context configuration ... For example imagine a track with the car facing WEST. A WEST-TO-NORTH corner approaches. The player must turn. If they pressed UP then use global-directions. If they pressed RIGHT then use relative-directions. Why is this better? The advantage of in-context is that the player wasn't inconvenienced by either a config screen, or missing the first corner - they just played the game as they expected and the game learnt from them Edit: thinking about this some more (in relation to your game specifically), are you sure you need directions at all? With a right hand corner approaching, doing anything other than turning right is going to upset the player. Perhaps it becomes just a question of when, not what?
  6. ... with comprehensive applications containing personal information to made by anonymous PM (and sent via a non-secure website)? It's customary to know a little about who one might be applying to, what their mission is, and how it is funded. A website and application address should be provided to reduce the possibility this may be a resume harvesting scam
  7. How to get more players

    Naturally paying-for-players is how the big boys do it - a key risk of venture growth is the acceptance of negative cashflow for the initial stages. A potential alternative is to create something inherently viral from the outset ("viral coefficient" is a useful term). Within gaming "virality" has become increasingly difficult mainly due to oversupply - but it still happens occasionally, with a few .io games being recent examples within our space. Additional approaches are to partner with a third-party (e.g. who can solve our audience problem if we can solve a problem for them) - or to focus on a specific niche that has an untapped audience. What type of player do you want, what do you want them to do, how many times do you want that to happen, what is the value of all that?
  8. I liked it, really simple and shows off the multiplayer hooks to extend later. I will check out the Colyseus project further Only thing that stumped me was directional control was relative to the world (go up, go down, go left, go right) rather than relative to the car (steer left, steer right). Maybe there's a way to detect what the player expects the controls to do before the game starts for real?
  9. In-Game Advertising for HTML5 games

    The beauty of web is that we can advertise whatever we want in our HTML5 games. There's no need to rely on third party ad-networks who insist we accept a fraction of the publishing value (while running the risk of not getting paid because of some vague violation claim upstream). That being said, I'd never recommend putting ads in a game that wasn't being played at least 20,000 times a day. Regular ads are usually counter productive to growth - so best to keep them away from early stage games.
  10. HTML 5 Game Developers

    We offer a selection of high quality original HTML5 games available for license. Our games are mobile optimized, load fast and do not require WebGL (achieving maximum audience potential). PM sent http://b10b.com
  11. I'll vote nope. Just because PB tried a little mining doesn't mean that it was a good idea or generated better returns than alternatives. Yes generic ads are painful, but cryptojacking is a worse experience for everyone. Plenty of better alternatives imo ...
  12. Contract for art work

    What problems do you imagine happening? Identify them, create a pre-plan, run all the scenarios. Turn that into an "agreement" to create value for both parties (rather than a "contract" with lofty words that may lead to false confidence). Headings could include: responsibilities, specification, deliverables, schedule, fees.
  13. Haxe with OpenFL will give you exactly what you asked for (Flash API targeting HTML5 with syntax very similar to Actionscript 3). However ... making games for "HTML5" is a different mindset than making games for "Flash", so a direct substitute is not necessarily the best strategy. The pros and cons of HTML5, OpenFL, Haxe, etc are each discrete, and the options beyond them are broad and potentially better suited to a new push into modern-era HTML5 game development. What kinds of games do you want to make?
  14. Web spritesheet editor

    Have you seen this one: https://www.leshylabs.com/apps/sstool/
  15. Recommend me game design materials

    Play more Mario.