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HTML5 Games - Rated M or for 18+ only


mikandi
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  • 3 weeks later...

you mean that you load all the (10) levels before playing?

hey there, it's not that we load all 10 levels before playing. Each level is loaded as it's played, but we still needed to load a ton of assets at the start of the game. For example, a simple space shooter game might only need one texture page for level one and that would be relatively fast to load..but if you have a richly animated adult game, level one could turn into a lot of sprites and texture pages. Plus sound effects and voiceovers make a huge difference in adult games and these also take a long time to load. In addition, we need different sound files for both Android and iOS, so that means double the load time.  We had to find that balance of where to cut back on the graphics and get smarter about reusing sound effects or removing some that were "nice to have", but wouldn't necessarily detract from the experience if taken out.  

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  • 2 weeks later...

I think you need to tailor games and shift expectations according to available medium. As being present as app at App Store and Windows Market isn't an option, I think you need to tailor assets and gameplay.

 

This involves reusability (like howler.js audio sprites and imitating rigging up to certain extent (ie on the fly asset creation) )  , compromising in asset quality (therefore size) and even inclusion of some 3D elements.

 

PS : If market is viable and willing to take risk (of Apple counteracting), I'd consider a "Canvas++ Web Browser" or whatever named "browser" app for iOS allowing "Canvas++ compatible sites" to achieve near-native performance with automated wrapping. Such browser would ofc include pre download of assets, which basically solves two main problems of you at once. And it would be quite funny if it becomes golden standard in future :)

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  • 1 month later...

Why not detect the mobile operating system and then only load the sound files required?

 

That's certainly a possibility. It depends on the engine we use and how well that engine handles remote asset management. We have games built with unity, Gamemaker, Construct 2. We're getting some awesome web games with Gamemaker, but it doesn't handle this issue well for example, so we just load the game all at once. But on the other hand, we can accept that problem because Gamemaker + Spine is pretty powerful and we're getting some slick web games through that combo. 

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I think you need to tailor games and shift expectations according to available medium. As being present as app at App Store and Windows Market isn't an option, I think you need to tailor assets and gameplay.

 

This involves reusability (like howler.js audio sprites and imitating rigging up to certain extent (ie on the fly asset creation) )  , compromising in asset quality (therefore size) and even inclusion of some 3D elements.

 

PS : If market is viable and willing to take risk (of Apple counteracting), I'd consider a "Canvas++ Web Browser" or whatever named "browser" app for iOS allowing "Canvas++ compatible sites" to achieve near-native performance with automated wrapping. Such browser would ofc include pre download of assets, which basically solves two main problems of you at once. And it would be quite funny if it becomes golden standard in future :)

 

Hey there, yup totally agree with your first statement. The best teams know how to manage and get the most of the resources available to them to make a great game within the budget and time line. That's the magic and science of game making and a valuable skill set. 

 

Regarding browsers, there are some cool 3rd party browsers out there, but for us it's a issue of distribution and marketing. For adult games specifically, we're already a 3rd party that is not allowed in any of the mainstream markets.  It would add an extra layer of friction and marketing costs for us to get players to download a 3rd app to play our games.  But yeah if it did become a standard, then why not :)

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  • 1 year later...

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