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Showing content with the highest reputation on 11/16/13 in all areas

  1. Dear HTML5 developer community, I would like to share with you my latest talk on Casual Connect Kiev about the The HTML5 Mobile Games Sponsorship Market: 10 Things Every Developer Should Know. I was talking about what sponsors / portals expect from HTML5 mobile game developers and what to avoid when negotiating and managing a licensing deal with them. In addition, this session highlighted the importance of picking the right business model and how to create HTML5 games to satisfy the licensee's needs. Happy to take your comments and feedback. Do you miss anything? Please let me know!
    4 points
  2. OkijinGames

    Zombies Can't Jump

    Hello everyone, Here is my game, Zombies Can't Jump a hybrid between shooter and defense. Took me 3 months to develop. It was first released on Windows Phone 8 where it ranked first paid strategy game in China, Italy and reached Top 5 in the US. WP8 has the most polished release since the platform is really HTML5 friendly - highly recommended to fellow HTML5 aficionados! The android release runs on Ludei's CocoonJS while the iOS release uses Intel XDK (AppMobi) with accelerated canvas (if you want a promo code for review just shout). The immediate goal after releasing my current WIP gam
    1 point
  3. I have Launched my first game yesterday, i have developed it for iPhone and iPad, working on Android version now. AppStore Download Link: https://itunes.apple.com/us/app/puzzle-r-puzzle-redefined/id727136524 Play For Fun. A Fun way to Learn.
    1 point
  4. that's a cool game! Tell your sponsor to buy a new phone
    1 point
  5. There is security restriction in some browsers/os's which requires sound to be played only after user interaction (like touch event).
    1 point
  6. Agreed on most of the points above, however most devices can cope with 64Mb (or more) of uncompressed textures. Doing some tests on your target devices like Developoid said is very good practice. On the devices mentioned above (4S, S3) we got a game with over 100Mb of textures to work with no problems. Bandwidth-wise, this is less of a problem as you will be compressing your textures, presumably using 8-bit PNG. 64Mb of uncompressed textures can easily be compressed into 4 or 5 megs (depending on your art style). Again it does depend on your art style, but most people won't expect more tha
    1 point
  7. Can we please define it in terms of MB's? A simple haxe+openfl project produces around 1.5MB of compressed .js alone. Great presentation, what I found most interesting is that since June developer supply has increased 10 times. Not too surprising, I'm part of the new wave myself . So far I've made only exclusives games, but next week I'll have my first non-exclusive one ready, and I'd be happy to work with you Alexander
    1 point
  8. dav74

    Teaching to code

    New version of my document : 3 new chapters http://www.webisn.byethost5.com/babylonJS.pdf thank you for the returns
    1 point
  9. Hey so sound doesn't work, but the game runs smoother, it's lags here and there in each game like once or twice but away better than before. That's was tested on an iPad (Safari and chrome ) did t test on iphone I forgot it at m gf house sorry
    1 point
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