KyleNau

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KyleNau last won the day on September 6 2014

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About KyleNau

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  1. I've complained before that the mobile HTML5 market is largely overstated and that targeting it has become the entrenched conventional wisdom. I think it's ready to be proven wrong. The challenge is that you need a way to monetize your game despite everything in the HTML5 market being angled for mobile. However, millions of people are monetizing traffic to their websites just fine. There is no technical or market-size reason that you couldn't be successful. Look at how to monetize web traffic, not specifically game players. Then again, if you're already developing in Unity you might as well make a downloadable game where the potential upside is exponentially larger than anything you could make with web games.
  2. KyleNau

    Current state of HTML5 game development in 2016

    My main point - going back to selling a game versus sponsoring - is that there is no one true business model that all HTML5 developers need to follow and I worry that "sponsorship" is the only business model being discussed (and sold) on this board. The success model exists for direct-selling games as well, if you want to check out Lost Decade Games' or Greenheart Games story. In fact, I wish those guys were active on this board just to offer a counter the sponsorship message.
  3. KyleNau

    Current state of HTML5 game development in 2016

    All successes are outliers, in any business or creative endeavor. Developing games is a stupid way to try and make a living, let alone get rich, so the assumption I make is that most of us got into for creative reasons and, if so, I think it's smarter and just as likely to produce success by staying true to that. The difficulty curve is the same regardless.
  4. KyleNau

    Current state of HTML5 game development in 2016

    I think this is a problem of tunnel vision where most HTML5 game developers automatically think in terms of sponsorship for their games. People have been monetizing web content for decades and there are a lot more options for generating revenue. In fact, the more unique and interesting the game the greater the number of options available to you but it changes the approach to development (both what and how) significantly. Licensing is a business-to-business transaction, the audience (for both parties) is pretty much an afterthought but you can always take your game directly to the audience. Examples: Dwarf Fortress is free, ugly and devastatingly hard to learn - but earns over $4,000 a month in Patreon (and was doing so for years before that using regular PayPal donations). John Battagline has a Casual Connect talk about building his business (and going full time indie) with freeplay Solitaire and Mahjong websites. And quality isn't the metric here as much as niche is. It's worth remembering that Minecraft started as a bare bones Java applet posted free to the public. Spelunky was a Gamemaker game, posted for free with its source code. We've all been in the sponsorship game and seen how... resoundingly unimpressive the sponsors are. If you're making something special, something interesting, you would be a fool to trust it to them for the pittance they offer. Had any of the above examples taken a sponsorship (allegedly the Dwarf Fortress devs turned down a six-figure offer) they never would have been the successes they came to be.
  5. KyleNau

    Good Ways to Fight Distractions?

    I'm surprised no one has mentioned it yet but the "Pomodoro technique" (http://pomodorotechnique.com/get-started/) has saved my butt so many times that I now build my entire workday around it. It adds structure to the idea of working in small focused increments. You work in 25 minute intervals (a "pomodoro"), in which you are focused solely on the task at hand. No e-mail, no grabbing a snack and no interruptions. In fact if someone comes in and starts talking to you, that pomodoro has failed and you're supposed to reset the timer and start over again. It's as much about training the people around you to respect your focus as it is about training yourself. After 25 minutes, you break for 5 minutes and engage in something other than your work (preferably get up and move around). Every third or fourth pomodoro you take a longer 25 minute break. It sounds like it shouldn't work, such small increments of productivity but once you get used to short bursts of intense focus you can be insanely productive. I get more done in a 6 pomodoro day (technically only 3 hours of work) than I used to in an entire 8 hour workday. I've also found it helps me schedule better since I've gotten pretty good at breaking projects down into 25 minute tasks / chunks. Lastly, I've noticed it helps fight procrastination. No matter how stuck I'm feeling I can always take 25 minutes to at least get started. Sometimes I break the task down as small as "This pomodoro I'm just going to set up the file folders for my new project". By the time I'm done that small task I'm "engaged" and ready to do more work. Anyways, hopefully I didn't oversell it too hard. Just Google Pomodoro, there are plenty of timer apps for iPhone and Android. I used a web based one: https://tomato-timer.com/
  6. KyleNau

    Current state of HTML5 game development in 2016

    I always felt like we shot ourselves in the foot by focusing on mobile-first with HTML5 games. We let the opportunity that the death of Flash presented pass us by We were all so in love with the idea of our games on phones that we targeted the weakest, most fractured platforms to develop our games on (using an unfinished spec)... and then couldn't understand why monetization didn't take off! Given a do-over I think I would have focused first on delivering top quality non-casual games for the desktop browser and then extended that into a mobile presence. Now the implementation of the HTML5 spec has finally caught up on mobile but the market is almost completely unchanged. Apps still rule and there are very few players (almost all small / regional) paying low fees for casual-ish games. Most (all?) of the HTML5 gaming tech startups that were initially shoveling out money to developers have withered and died. For better and worse, not much has changed on the business side. It's still trench warfare to make any money but it's also still wide open for opportunities.
  7. KyleNau

    Making money with HTML5 in 2016

    It's important to mention that in the current environment you will still make much more doing contract HTML5 game development than you will licensing games. True Valhalla can correct me on this but I think in his income reports he lumps both contract work and licensing into the same heading of "HTML5 Games" revenue but a good chunk, particularly in the big ~$10,000 months, comes from doing contract development. I was never able to license a game for more than $500 and even that only after months of back and forth e-mails in broken English. Contrast that with $3,000 to $6,000 per game doing contract work locally, so that's the route I went. However contracts are a one-time payout for hours worked and it's hard to build a sustainable small business on that alone. Looking back I wish I had stuck with licensing on the side, because even a small passive income (no extra work required) of $300 to $500 a month can make a real difference in sustainability.
  8. KyleNau

    Should i use phaser or limejs?

    A bit of a loaded question considering this board is owned by the guy who created Phaser Even still, between Phaser and LimeJS go with Phaser. Just checking LimeJS's github and it hasn't been updated in a year. Their site hasn't been updated since 2013.
  9. Clickteam Fusion and a number of games and source files are now available in a Humble Bundle. This just after GameMaker was in the bundle. I guess Fusion is still a thing? There are so many "game makers" out there it's hard to keep track but this also has an HTML5 export if anyone is interested. https://www.humblebundle.com/clickteam-fusion-bundle
  10. KyleNau

    Dropbox disabling HTML rendering

    +1 for GitHub pages.
  11. KyleNau

    Dropbox disabling HTML rendering

    Hey, I got a notice from DropBox that they will be disabling HTML rendering for public links as of October: Just a heads-up for anyone hosting their games portfolio on DropBox. You will likely have to find another hosting solution. Kyle
  12. KyleNau

    HTML5 or Flash?

    If you're looking at web browser based games then you are developing in HTML5. However, Flash (now Animate) claims to let you author HTML5 games through some voodoo with CreateJS. They say it maps 1:1 your AS3 source code with HTML5 Canvas. I can't substantiate that, though. If you are looking for native app or desktop development then just go to Unity. By a wide margin it's the leading game development platform for indies.
  13. KyleNau

    Mozilla A-Frame, VR for the web

    Mozilla just released their A-Frame toolset for building WebGL-based VR experiences on the web. Having toyed with the demos for just a few minutes I can say it's definitely worth checking out: https://aframe.io/
  14. I've always wanted to try and make a game like Airborne Ranger (Commodore 64) to work for mobile. It's a pretty simple shooter overall but offers full freedom of movement, unique mission targets, stealth, equipment drops, etc. That and I miss Cinemaware style games like It Came From the Desert and Three Stooges. They were basically collections of mini-games wrapped in a "cinematic" story. Throw in a bit more depth and maybe persistent changes in those mini-games and you could have something cool.
  15. I agree with mattstyles - create your own name input screen. The funny thing is that if you come up with a cool way to present it (flaming letters in a circle or something), users will think it's a feature and not a hack you did as a workaround.