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Found 9 results

  1. Greetings everyone! First of all, I'd like to note that I noticed a warning to take note of banned topics list, but I couldn't find it. If this is among them, I do apologize, and it can be removed. With that out of the way, I'd like to run my distribution strategy by you. My requirements for distribution were First is profit maximization. Secondly is publisher relations, I want us both to mutually benefit from the deal (non-ex licensing), and to nurture a lasting relationship for future publishing. Thirdly I'd like the game to get exposure to as many players as possible around the world. To achieve these goals, my plan is to sell licenses ($500-$600) to several portals that have limited reach. Then distribute the game through a channel like BoosterMedia, who has a much broader array of distribution portals, with ad revenue share. I then combine this with self-distribution through native wrappers, and published to various mobile stores (iOS, Android, etc) with in-game ads. My initial problem with this strategy is the ethics, I'm not entirely sure how the various distributors operate, so I'm not sure if this will be unfair to them. Can I sell licenses to smaller portals, and then give ad share to a larger one? Will the larger portal cut into smaller portal profits? My second issue is how effective this will be, and if it's worth the time. So should this make money? Or is the ad revenue & self-publication not viable? EDIT: One other question: do most portals, including BoosterMedia, distribute on app stores? As I'd want to avoid conflict in that area as well. To give a short description of our first licensed game: It has really good vector art, scales on most (or all, haven't thoroughly tested) devices, and will be localized in a few popular languages when I get to it. App store distro will be wrapped by Intel XDK/Crosswalk. I know this is a lot to ask, so I hope it's not reaching, and I hope my strategy isn't totally stupid from an outside/experienced view ;-) Thank you very much. P.S. if anyone has firsthand experience, I'm also curious how you personally translate your games to other languages. Obviously there's not much to translate in a typical game, so is Google translate/Babel sufficient?
  2. Hi All, TLDR: i really just want a javascript sprite rendering engine, is Phaser right for me and/or with 3.0 will i be able to just use that part of the engine? I am about half way through my first phaser game and am loving it. Because of the nature of the game, i am using very little of the engine. All I am currently using the engine for is input buttons and sprite rendering. No physics, movement, world updates etc... I am using all my own code for doing movement, collision, updates, etc.. In the current phaser version, i am starting to see some slowdown on mobile browsers. I still have some obvious optimization to do which will help but i am at a point now where i could move things around easily since basically everything is just pure javascript. The hooks are not deep into Phaser at all. I read with 3.0 we would be able to add and remove things from phaser to match what we need, is this still the plan? Would i be able to just use the Sprite Render and Button/Input parts? Is there another engine that might be better (maybe just straight PIXI). Or should i just use Canvas and make my own simple sprite management? Any advice from you guys with experience would be much appreciated.
  3. Hey, I'm currently developing a web based manager game. I would like to get some input on how to achieve my goal: Creating a Manager game where NPC's will move around based of strategies given by their managers. In the simulation part I would need a game engine and a physics engine to check for collisions etc. would need the NPC's to know they can't run through a wall for example, but I also need a system so I can see if a player standing behind small objects, such as a tree if that player is visible to other players (his arm etc.) The genre would be FPS, such as "csmanager". I would love some inputs on how this could be achieved, I have done tons of research and have an idea. But I would love to hear how you guys would do it
  4. Can I still get payed if my business isn't registered

    Is it possible to get payed for my games even though my company isn't registered yet. See, I'm currently a foreigner in the country I'm currently living in and so I can't open a business (sole proprietorship). So if anyone has any advice or experience with getting payed without actually having a business name, I would like to here your opinion.
  5. Hello everyone, I am not new to programming, but I am new to HTML5 game development. I was wondering if Phaser is a good place to start with making HTML5 games. I have seen that some people just use no framework starting out, but I didn't know if that was a good idea. Some people have also suggested using programs such as GameMaker or Construct2. I am just looking for some thoughts on this and appreciate any opinions given. Thank you all, Zio
  6. New to phaser, advice!?

    I'm new to phaser and I think this should just be a place for more experienced phaser-users to give little gems of advice to newcomers. Not only am I new to Phaser but quite new to Coding, so if anybody could give advice on how best to teach myself code, I'd be very greatful, I'm currently learning with the aid of 'The new Boston' on youtube which is very helpful, and he simplifies everything quite well, he sometimes explains things a bit too much, so he's probably just best for people very new to code, like me.
  7. I have designed a word game which I have played a lot on a physical Scrabble board, and I would now like to have programmed with a view to placing it with a company such as Gamehouse. The screen presentation and player input would be similar to Scrabble. I know little of programming and wondered if anyone would advise me of considerations before contacting a programmer, such as Is solo player best to start with or should I go for multiplayer? Should I confine it to desktop or to mobile devices? Single platform or cross-platform? How important is difficulty level player options? Of course, I would direct the programmer to the company's developer resources for their compliance requirements. Thanks for your help.
  8. Hello everybody, I am new on this forum, but I think I'll stay around a while Short presentation: I am a French developer, fond of games like everybody here I guess, and I just started the html5 adventure. I have some background in oo coding (java, c++), I like clean, reusable code with a good ratio between performance and clarity. I want to make a cross-platform 2D game, html5 games feel right to me but I feel overwhelmed by this new world. Too much information, too much choices to make, not enough time, help . My project: Make a cross-platform 2D game. I will start by a top-view-world-exploration-type-of-game. At start I will make it really simple with no animations. Then I'll add layers of complexity, game logic (a lot), and at last (but not least) online multi-player capabilities. My need: Your feeling about what environment I should use. What I already did: I read the "Learning to write javascript post". Really helpful. I already tested few things. First I do not really like every aspect of the javascript language, it feel like I'm trying to build a bridge with bamboos and duct tape. I am potentially interested by Typescript but that's just a feeling. I used Cocos2d HTML5. It's OK to use, but I am not 100% satisfied. I just tried Pixi.js and I like the really simple syntax. But it is really new (maturity ?) and I feel that I'll need more tools. I got a glimpse of Turbulenz. Seems amazing, but maybe overkill for what I need. That said, if the performances are OK and the syntax simple I'm not against it. Don't hesitate to ask more precisions. Thank you for your answers. Clément