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Found 3 results

  1. Hi, I'm new to the html5 game dev scene, and I've just released a game on Newgrounds. I was surprised to see that my game popped up on all sorts of different websites (game aggregation sites) that were monitizing it with ads. For this game, I don't really mind that others are using it for free (I'm just glad someone is playing it). But, for future games : is there anything I can do to prevent limit this ? I know ad revenues are peanuts, but I'd rather eat those peanuts myself
  2. Hi Guys, I'm new to html 5 game development but not new to programming, I picked phaser over other tools such as unity because I like to code more than fighting with the UI for making simple 2d games. When it came to deployment to Android, the performance was terrible. I wrapped it using plain Cordova(not cocoon or phone gap) I understand that the game will then use WebView provided by the phone, so that means the performance will vary across devices. On my note 4, the game worked fine but on my s3 it was terribly slow. I searched everywhere on the web on how to deploy html5 games to Android and people have been suggesting either phone gap(performance sucks on this) or Cocoon.io which basically packages WebView+ or Canvas+ which are suppose to improve performance and is developed specifically for games but requires payment for apps more than 50mb. Does that mean we are stuck using Cocoon.io if the games I develop are more than 50mb and I want them to perform reasonably well? All I wanted was to develop couple of small games and ship them on Android to test the waters and not have to pay for it. Unity is free until the 100k revenue mark and now I'm thinking of moving to Unity just because it makes deployment slightly better than deploying html5/js games. Also I'm not sure about Cocoon.io'sfuture, if for some reason they decide to pull the plug on it, then that would be just terrible for developers who are using html5/js to develop games. In short - Are we stuck using Cocoon.io if we want our games to perform well? Thanks and I apologize if it sounded like a rant, I'm just frustrated because of this whole deployment issue.
  3. Hello everyone! I have kind of a complicated question. I'm currently doing my thesis at uni, the topic being web based games (specifically 3d ones). I'm going to create a small multiplayer Bomberman clone and reflect the process on the thesis itself; what problems I had, how does the development compare to for example Unity etc. I have used Unity kind of a lot and know the basics of threejs. However, after many hours I decided to make the game with Babylon, since it seems to be more suitable for the task at hand. I have a strong web-development background, so the thesis pretty much gives me some time to learn more about game programming Ah yes the question itself, which is pretty much about setting up the project. I would like to have help with these areas: Using modern JavaScript, ES6 syntax and features for BabylonJS. Maybe load the modules using, for example, SystemJS. Is this a silly idea? Is it best to use, for example, Gulp for the deployment stuff, like minification? However, I have not found that many sample projects at all for the engine itself. Maybe I haven't digged far enough? If anyone has any useful links, sample projects or ideas to share with me I would be really blessed. Thank you in advance for reading my lengthy post
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