b10b

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Everything posted by b10b

  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?
  16. iOS Emulator

    Likely best to ignore the adware / spamware claims - if a decent full-featured iOS emulator worked well it'd probably be bundled into iTunes? That said, emulating / virtualizing specific aspects of the iOS workflow and user-experience is possible from Windows. What are you developing and what do you wish to test?
  17. Sell local. Record the game to a C15 (or CD if you want to take half the fun out of it) and list it in a classified ad in the local paper. Let me know how it works out for you!
  18. convert a .svg in a .json

    Try the Cheerio lib within your node app - I've used it extensively for server-side SVG manipulation and found it to be a reliable and stable library. https://cheerio.js.org/
  19. Scared of Typescript

    Build commands ... I suggest using Webpack with TS and have it running in "watch" mode, so as a file is saved it'll auto recompile. That way the TS compiler aspect is effectively hidden from the hands-on workflow. Result is: 1) write code, 2) save it, 3) view the HTML5/JS in browser, 4) repeat.
  20. Use arrow functions?
  21. Good job on the beta and I enjoyed your 16-bit nostalgia, hidden features and retro aesthetic. Some feedback you may wish to consider: 1) controls didn't work on mobile (when I tested last week), 2) the tight scrolling view is unhelpful when playing a Pac clone, 3) trademarks. Good luck!
  22. Which Typescript IDE

    Yes, I'm a daily TS user and would say since TS2 that VS Code has become my go-to IDE (small, mostly quick, does the job out-of-the-box and is linked to the release cycle of TS). I used Atom prior and it had some nice workarounds for the limitations of TS1 tsconfig, but I found it increasingly unresponsive dependent upon the size of project, and the workarounds were no longer of benefit (to me). Both of these IDEs use a webview, which may be the cause of the graphical performance issues I encountered - notching them into fullscreen modes can improve things.
  23. JavaScript Framework's

    I understand the appeal of a hidden army, and I agree for trivial issues or initial learning curve this is valuable beyond words. However I've repeatedly encountered long-term frustration with any external dependency (no matter how large or stable today) because we're betting our future on other people's agendas - and the two will diverge over time. Whereas self reliance and the ability to fix / invent / adapt is the key to being original (more of a cultural thing than a purely technical thing) plus it provides resilience through diversification opportunities. Perhaps picking a framework that can easily make what exists today paints us into a corner to make more of the same? Or perhaps it's obviously the best choice for today?
  24. JavaScript Framework's

    I wanted to provide an alternative perspective on picking frameworks: actively avoid those with large adoption, high issue counts, frequent updates, easily read documentation, etc . Intentionally buck the trend. Why? Because the opportunity to stand-out rarely exists if we follow the herd - and in the crazy game of games standing out is crucial to survival. Instead abstract the selection criteria a little, spot the trend of the trend, take a chance and pick an obscure and non-obvious solution - prior to "crossing the chasm". Rely on three arbitrary yet tangible review questions to derisk: 1) can we get something deployed using this tool within a few hours, 2) has someone else produced something noteworthy using this tool, 3) does this tool reflect our personal style, preferences and goals.
  25. Unsure about Phaser specifically, but a general solution is to use a color map. E.g. the same orchestra bitmap would have a secondary bitmap with each instrument block colored with a unique color index (gaps between instruments would be blank). Then, based on pointer click, the color map is pixel sampled at the click position, and the resulting color key used to reference a list of instruments. Simple by design - but if using this approach be aware that different browsers can interpret color information slightly differently, so "closest value" is often better than "exact value". An alternative, simple-geometry method is to have predefined center points for each instrument, and then find "which is closest" to the pointer click using sorted Pythagoras. The result is a field of overlapping circles that often works surprisingly well for bulky objects.