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Everything posted by b10b

  1. 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?
  2. 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.
  3. 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.
  4. In celebration of next week's 2018 Olympic Winter Games we developed a small collection of simple HTML5 winter sport themed games. Each game is designed to load fast and run on desktop and mobile browsers (keyboard, mouse, touch controllable). And yes, each game features CANADIAN athletes, because they are the best SLALOM HERO http://b10b.com/slalomhero/ Choose your hero and compete across three courses in the Winter Sports Slalom Event. Steer between the slalom gates and collect boosts to improve your time. Train your athlete for success. Will you win the gold medal? HOCKEY HERO http://b10b.com/hockeyhero/ Choose your hero and compete against three fierce opponents in the Ice Hockey event. Avoid the attacking players to approach the goal line. Once in front of the goal, time your shot to score! Can you win the gold medal? SKATING HERO http://b10b.com/skatinghero/ Choose your hero and compete across three programs in the Figure Skating event. Perform incredible jumps and fast spins as you time your moves to perfection. Will you land all your moves and be awarded all three gold medals? Technical: These games were developed with Haxe + awe6 + CreateJS and designed to run on any device at ~30fps. We used several old-school techniques to create the "3D" effects - segments for the slalom, parallax for the hockey, mode7 for the skating. Commercial: Designed primarily for a high profile kids portal all three games are also available to license (on a non-exclusive basis) from our website: http://b10b.com
  5. 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?
  6. Current state of the market

    We (and others) leverage several opportunities beyond the 4 tiers listed, but I'd be irresponsible to suggest them as viable options to potential newcomers. Consider that really good advice (with evidence to support it) is usually obsolete by the time its published - so intentional vagueness can be more effective inspiration. Money is patience.
  7. Winter Sports Collection

    Congratulations on your success - and many thanks for the feedback and suggestions for a Ski Jump game. I know little about the sport - if following a similar framework to our other winter games, what might the four attributes of success be?
  8. Current state of the market

    @mkardas91, I'd say that's a fair summary. But because it's all very niche there are no golden rules - most games go unsold so be sceptical if the goal is to make money. Some extra experiential info that may be useful: "Tier 1" value is often in the upsells (extended license and custom work), not the regular license. "Tier 2" suffers from hassle of making sales and time to add custom API requirements that can negate the value of the underlying license - therefore sell in bulk / build up a back-catalog first. "Tier 3" is prove-it first, sell-it second - lower odds of any positive outcome - but why sell a cash cow when it's more lucrative to milk it? "Tier 4" is gun-for-hire, usually more robust income than other tiers but not as fun. But don't forget "Tier 5" where it's whatever you make it - look around to see where else browser games are relevant beyond this niche ...
  9. We started long before WebGL was a viable choice - in those days the question was DOM vs Canvas. The advantage of decoupling the renderer from other functionality is that all such strategies are (mostly) independent so can evolve rapidly or be selected per-project. Over time it has served us well because we are answering current questions using an established process. To answer your other question I'd comment that we have found that value in video games are long-tail. Therefore choices that focus on reducing longer-term frustrations are a higher priority to us than out-of-the-box productivity boosters with short-term benefits. So, I expect we'd still have avoided becoming entrenched with any all-in-one solution if facing fresh choices today. Your mileage may vary!
  10. 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.
  11. @endel yep, who's a smarty pants Played intuitively, even when I tried to trick it.
  12. 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).
  13. 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)?
  14. @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?
  15. ... 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
  16. 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?
  17. 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?
  18. 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.
  19. 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
  20. 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 ...
  21. 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.
  22. 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?
  23. Web spritesheet editor

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

    Play more Mario.