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Showing content with the highest reputation since 03/17/19 in all areas

  1. 4 points
    enpu

    Video plugin

    Play MP4 videos in your games. Download: https://www.panda2.io/plugins/video
  2. 4 points
    vornay

    Google GameSnacks

    https://www.gamesnacks.com "Bite-sized HTML5 games, accessible to everyone." https://www.gamasutra.com/view/news/358551/Google_wants_to_bring_HTML5_titles_to_lowend_devices_with_GameSnacks.php "Google has announced a new HTML5 platform called GameSnacks that's designed to help devs bring quick, casual games to any device."
  3. 4 points
    Hey. Some info from us. Please note this is an info for a full catalog of our games (88 titles in total, 5 new games added in 2019). Browser Html5 games - we (team of 5) make a living out of it. Some licenses, some b2b deals, some ads. Facebook Instant Games - was super nice in 2018. In 2019 our reveue from games (old and new) is rather small. Still makes a little sense to publish new games there. Mobile games - zero. null. nada. Not a single dollar.
  4. 4 points
    Stephan

    Is Panda 2 Dead?

    Hi all, I just wanted to let you know that Panda is still my primary game engine and I have no plans to abandon Panda. The absence of @enpu is unfortunate but don't forget that Panda is open source so most of the time, it is possible to fix minor issues yourself by having a look in the source code. Currently I have two large commercial projects powered by Panda and it is expected that these project will be running for at least several years. Don't forget that Panda by itself is a great engine and that it has a couple of features that not all other engines currently are supporting. Take hires support and the custom Panda GUI for example, these are just great! I will continue to read this forum on a regular basis. If there are questions that I can answer quickly, you can count on my support. Stephan
  5. 3 points
    sanojian

    Fake 3D models in Phaser 2

    I got tired of looking for animated sprites for every game, so I decided to make a little fake 3D engine for pixel graphics. Now I can code my own procedural animations I am hoping to use this is in a variety of games I am working on, including a little fantasy mmo.
  6. 3 points
    coder2012

    Hangman - Pixijs and Effector

    Hi, I wanted to share a small game I made to try out Effector the state manager with Pixijs. hangman demo I wrote an article about it also Read more
  7. 3 points
    wincent95

    Pixi.js Showcase

    I built this website that was projected on to a transparent touchscreen for an exhibition at Museum of Science and Technology in Stockholm, Sweden. It might be hard to see in the video but visitors are challenged with a range of ethical questions about technical and medical development at three of these stations. I mainly used Pixi for all the great filters like Pixelate and CRT. It really worked out great! The whole project took 1 month from the first line of code till the premiere. Just when the exhibition launched, the museum closed due to covid-19. Fortunately it’s going to be around for 3-5 years hyperhuman.mp4
  8. 3 points
    Concept Artist for Hire Specialising in Environments and Keyframes I am an experienced concept artist in the Game and Film/TV industry. I specialise in environments, keyframes, architecture, creature design and characters. I am currently looking for long-term freelance projects but happy to do short ones too. Alternatively, I am happy to just do some black and white sketches or some colour grading/storyboarding/etc - just get in touch!I have included my work below and my website, please feel free to email me, message me on ArtStation or on Discord to discuss the project and rates.Website: http://www.elliejcooper.co.uk/ArtStation: https://www.artstation.com/elliejcooperEmail: enquiries@elliejcooper.co.ukDiscord: Ellie#8157Portfolio: (Please look at either my website or ArtStation for more, or for better quality).
  9. 3 points
    Luke@Cocos

    The future of web games

    HTML5 is growing wildly in China as many games were placed on hold during the new regulations last year. More and more developers started to build games using the WeChat environment which we helped build that works off the HTML5 library. So many developers were building and continue to build games for that and now other phone companies like Oppo, Samsung, vivo, Huawei, Xiaomi, and others are building mini app marketplaces that work perfectly with HTML5. With 5G also coming, speeds are at a point in some countries that downloading a game will be as fast as opening a native app. I think we are on the edge of something great. So don't be worried for the future.
  10. 3 points
    https://valhallaepisodes.com/ This is the first game I've ever made and released to the public. Made in Phaser 3, using React for UI elements. Full list of all technologies are available in game. It's an adventure puzzle game adapted from an old Amiga game of the same name; You must guide the Prince through the castle in order to Reach the Lord of Infinity and take your rightful place on the throne. You must think both logically and laterally to complete your objectives. Hi. This is my very first game created, and I'm happy to take any constructive criticism you guys can throw at me
  11. 3 points
    8Observer8

    Javascript Courses!

    I like to learn by practice with writing simple games. Start here: 2D breakout game using pure JavaScript
  12. 3 points
    plicatibu

    Javascript Courses!

    I recommend you give a try here: https://javascript.info
  13. 3 points
    dimanux

    Relic Runway

    RELIC RUNWAY Are you ready for crazy adventures? Run as far as you can, collect coins, upgrade useful bonuses, pick up parts of ancient relics, unlock amazing characters, and compete with your friends to be the best relic runner! LINK: https://gemioli.com/relicrunway/ MAIN FEATURES: Beautiful and dangerous Inka Ruins 10 brave heroes to unlock A lot of ancient relics to discover on your way Play with your Facebook friends And it's free for embedding on your website <iframe src="https://gemioli.com/relicrunway/" name="Relic Runway" width="640" height="480" frameborder="0" scrolling="no" allowfullscreen="true"></iframe> Please contact us at contact@gemioli.com if you have any questions, suggestions, etc.
  14. 3 points
    b10b

    Everything to create fb instant game

    I'll have a stab at these as I like to snapshot my view on things periodically ... Yes and yes. Pixi has a very decent power to size ratio and solid compatibility (v4.8 may be wisest in 2019?). For a competent developer capable of spinning their own game structure Pixi is ideal for a lightweight browser game. Coming in at less than 5MB total for your IG is wisest. Red tape aside, it's possible but improbable to make money releasing a single game. Primary monetisation choice with FB IG is in-game ads (which are a low value transaction for a developer and an intrusion to the player). In-game purchases have more value but will require significant retention first. Or consider indirect value generation such as consultancy services, brand building, learning for the next game? FB IG is inherently multiplayer (async). Within the SDK are context (group) leaderboards, notifications, packet sharing (challenges). That being said the vast majority of initial plays will be in solo mode, so a compelling single player experience is necessary for retention. Get creative for the crossover! For more advanced multiplayer use a custom backend. Having some separation / abstraction from the Facebook SDK might be wise in case other markets are a better fit for your game? For Multiplayer specifically? Yes there's a TicTacToe example that covers the basics of a client-server model. My advice is play some of the popular titles, understand what the FB IG audience seem to be attracted to and how other developers are leveraging the SDK to create retention and monetisation - warning, some of it can be ugly. Iterative development is going to be crucial, however you'll likely only be promoted once - so use it wisely, and use each territory to run a split test. Or build several games and apply the learning from one to the next etc. If you haven't built dozens of games already, FB IG probably isn't for you yet? Imo there are better platforms that can help evolve game development skills and player retention mechanics. Instead see FB IG as a specific audience with a specific style of game - developing a game precisely for that might work out very well (FB has a HUGE potential audience after all). Imo Messenger games should be about decorating a conversation, in the same way filters decorate a photo. So quick, contextual, personalised, fun, indisposable. That's not necessarily a standard casual game, so changing some assumptions and expectations may be wise. Just my advice, your mileage might vary!
  15. 3 points
    Greetings everyone! Check out our FREE asset packs at: rottingpixels.itch.io You can also follow us on social media and support us over Patreon! patreon.com/RottingPixels twitter.com/PixelsRotting rotting-pixels.tumblr.com facebook.com/Rotting-Pixels Cheers!
  16. 3 points
    enpu

    bugfix for Panda2 p2 plugin

    Yeah i'm still here! Just been a bit busy lately, but i am working on Panda 2!
  17. 3 points
    Hello, My goal is to update a small part of a texture the fastest way possible with WebGL2, preferably using Pixi.js v5 (RC 3 is out). Am I right that a RenderTexture is going to re-upload the whole texture whenever there is a change? (this would not be good for a big texture, hence why I am looking for another method) I'm a complete noob when it comes to OpenGL, but I've googled a bit and figured that I can use gl.texSubImage2D() to upload just the part of the texture that I need to change. I didn't find a way to get the WebGLTexture object of a PIXI.Texture, so to be able to use that command I did something like this (not the complete code): renderer.addSystem(PIXI.systems.TextureSystem) renderer.TextureSystem.contextChange() // needed to do this loader.load(main) // and could not use gl.texSubImage2D() on tex before the loader called main function main() { let tex = resources['test'].texture let imgData = new Uint8Array(32*32*4) renderer.TextureSystem.bind(tex) renderer.gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) renderer.TextureSystem.unbind(tex) } But I wish that I had the WebGLTexture available so I could avoid messing around with PIXI.systems.TextureSystem, because I don't really know much about it or when and how it should be used. I also want to read the previous data and change it, I figured it can be done with: gl.readPixels(0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) But that needs the frameBuffer to be binded first... Hence I tried to also use the PIXI.systems.FramebufferSystem, lol: renderer.framebufferSystem.bind(fb) //fb = new PIXI.Framebuffer(tex.width, tex.height).addColorTexture(0,tex) gl.readPixels(0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) But it was not that easy, I didn't even find a way to unbind it. But I guess it is not supposed to be used for my little problem...? Maybe there should be some Pixi.js functions to do this? Maybe something similar to this: texture.getPixels(x, y, width, height, ArrayBuffer) texture.setPixels(x, y, width, height, ArrayBuffer) I'm new here btw, this is my first post I don't have much Pixi.js experience yet, but I really like it.
  18. 3 points
    No bans are happening here (yet). @5neia_opo2@google-mail.ooo, try to understand the frustration people are experiencing. A new user came to the forum and in nearly every post they made trashed the project they were asking about. A lot of people here put in a lot of time and effort to not only to develop the project, but answer questions here as well. I was definitely frustrated reading your responses as someone who has put 6+ years of their life into this project. @botmaster did a poor job of handling that situation, but has apologized and I'm sure will do better in the future, as will you as well. Let's all be adults about this, acknowledge we did something wrong, and move on. @5neia_opo2@google-mail.ooo you are free to ask any question you need help with, but I definitely recommend reading through some tutorials, the examples, and checking the API docs before asking questions. It will often lead to you finding the answer yourself, and there will be less fatigue for the people answering here on the forum. I'd also recommend you approach things you don't understand, or decisions you disagree with, with a more open mind. Try to learn and grow the new library, not all libraries are alike and different problem spaces call for different solutions. Having a bad attitude is a good way to earn ill-will in the community and you may no longer get the help you expect if you are ungracious about it. When you find inconsistencies, or things you think should work differently, then change it! Pixi.js is an open source library built by the community. Everyone gets a chance to make the library better by contributing to it. The best way to get problems you have fixed, are to fix them yourself.
  19. 3 points
    I had some similar problems with this yesterday so I wrote up the workflow I found to work step by step. Hope this helps anyone else who finds this thread in the future. https://www.adammarcwilliams.co.uk/creating-bitmap-text-pixi/
  20. 2 points
    ivan.popelyshev

    Pixi Projection 3D Surface

    For surface, you need your own Mesh3d because there's no such class in pixi-projection. This is an experimental project, and people who use it should look in sources, understand code, and write their own extensions. It should be much easier than doing your 3d from scratch or trying to port other 3d engines to pixi core. Yes, Im planning on porting whole threejs to pixi later In general, the problem of joining 2d and 3d objects in the same scene is big. Every time someone tries that - easy 2d API gets ruined by heavy 3D, or 3D becomes a mess. It took huge amount of my hours to make that architecture on pixi that doesnt require big changes in core and introduces billboards without ruining API. @jonforum helped a lot with his tests. As far as i know, one of best solutions of 2d/3d are AwayJS and I'll definitely port something from them too.
  21. 2 points
    llpujol

    Puzzle Astronauts Game - PixiJs

    I am developing a unique but really simple puzzle game that consist in just put all the players (astronauts) in the goal squares at the same time. Rules: All astronauts move at once. NOTE: Only puzzle games lovers would enjoy this game, so if you aren't, you can skip seeing it:). Some levels could be really challenging. Here it is: https://llpujol.itch.io/puzzle-astronauts Comments & improve suggestions are welcomed:), Hope someone could enjoy it:)
  22. 2 points
    trsh

    Cross origin problems with video

    I needed to add: const myLuckyVideoElTmp = document.createElement('video'); myLuckyVideoElTmp.preload = "auto"; myLuckyVideoElTmp.setAttribute('crossorigin', 'anonymous'); Now it works
  23. 2 points
    Zealot

    pixi-layers : PIXI is not defined

    @charlie_says thank you for your answer, even though it didn't work in my case, it putted me on the way to what @bubamara said, I had actually found the solution but a bad config in my webpack conf was compiling the code in the wrong location 🤦‍♂️ So yes: simply providing PIXI through the webpack config is the way, thanks everyone for your help.
  24. 2 points
    Never mind, this can be handled by @expo/browser-polyfill
  25. 2 points
    You can also use an external 2d canvas for a bit more of drawing api. You could even use p5js to draw that, then use that canvas as a source for basetexture.
  26. 2 points
    enpu

    [Panda 2] Woriar

    Hello all, I started this project while ago and, like some many others, never got it finished. Since i think it's pretty playable and shows the capabilities of Panda 2, i would share it with you. Hope you like it! Play here! Tested with latest Chrome on desktop. Made with Panda 2 game development platform.
  27. 2 points
    Every time I check FBIG I see many of our games. Thousands of plays, hundreds of thousands of ad-impressions. Cool ... right?! However, we never posted them there? They are ALL Intellectual Property and Licensing infringements. We receive $0. So we submit a takedown notice, on a per-app basis, and in fairness to FB the game usually goes soon after. It's a slow and tedious process, designed to "check-the-box". I expect the perpetrator receives no income from their dodgy deed, and they are likely inconvenienced with a suspended account? But, next day, same deal - new user, new thumbnail, new game name, new app id - still our same IP being violated. There is no apparent progress by FB to improve the situation, refine the review process, take responsibility and clear up their publishing mistakes? This might be defensible if Facebook wasn't making money from these circumstances, or if the same content wasn't being re-published and "takedown"ed on multiple occasions. Derivative and plagiaristic heuristics exist (as is seen if a video with non-licensed music is posted to Facebook) - it would be trivial to run a source code pattern match against previously submitted takedowns, and flag those in need of scrutiny. Such a routine might even improve the signal-to-noise-ratio on the plaform (and improve user-experience and eCPM for legit games)? For anyone else impacted by similar issues the direct reporting link is: https://www.facebook.com/help/contact/634636770043106?helpref=faq_content You'll need to be a member of Facebook to report Facebook's "violation or infringement of your rights".
  28. 2 points
    Buizerd

    Pixi.js Showcase

    Two of my games were made with Pixi.JS. Zapper.io This is a snake style MMO that I released about 2 days ago. It features procedurally generated creatures and uses various filters to visually enhance the creatures. You can find it at http://zapper.io Ninja.io This is a multiplayer shooter with 3 game modes(currently), lots of weapons and many different worlds. This project has been online for a while but I still consider it to be an alpha version. Play at https://ninja.io Ninja.io world editor The world editor for Ninja.io is also made with Pixi.JS. It has lots of features and I've used it to create all the ninja.io worlds. I plan to release a more user friendly version to the ninja.io community at some point. The most challenging thing was to get acceptable performance for Ninja.io. I eventually found a way to efficiently combine mesh triangles in the world editor. Due to limitations of the editor, earlier versions of Ninja.io rendered every mesh triangle as a separate mesh, but this incurred an unacceptable performance hit. There is probably still plenty of room for optimization here but I just haven't really delved into the depths of the Pixi renderer code yet. Thanks a lot for making it publicly available, and I hope to be able to contribute at some point!
  29. 2 points
    ivan.popelyshev

    Shader performances

    Welcome to the forums! You are lucky, because right now in v5 we have exact solution for the problem. Yes, pixi gives you ability to make your geometries and even re-use them (like you did), but still, count of drawcalls can be a problem! If you capture one frame with SpectorJS you'll see a problem ( I didnt do it but probably there are too many drawcalls). So, PixiJS actually exposes its batchrenderer! It fills up one geometry for many objects every frame. Demo is here: https://www.pixiplayground.com/#/edit/CMKvgOt-bvlCG4QHdswIP . We didnt add it to examples yet, but we really should do it because of people like you who need it. The idea is to specify "pluginName" for Sprite, Graphics or mesh material. Sprites are always batchable, but in case of Graphics and Meshes you have to make sure isBatchable gets set to "true" so instead of shader pixi pushes data to batcher in `renderBatched` function. Something like that. In your particular case, Sprites are enough, so you dont have to think about what I said in previous line The downside - you have to to tint and other stuff in attributes instead of uniforms. Tint is already handled in demo, so in your case you need extra attribute field for "ratio".
  30. 2 points
    Hello everyone, a few important comments here: 1. Bestgames is gamemonetize, I will not address their accusations as they add nothing to this thread and is just trying to defamate our image. 2. The report dashboard shown is probably a bug, you should contact us directly and we will fix whatever is needed. 3. Revenue drop: It is natural to see less revenues than nov-dec. I will explain why: this industry monetizes games with advertising. Advertising depends on demand (advertisers) and seasonality (periods people spend money). The beginning of the year you will always see less: impressions, ecpms, hence revenue. This is not our fault, but how the advertising industry works for decades now. If you are working with other partners, you will also see the same behavior. 4. Again on the transparence of our company: We recently aquired Spil games, top 1 player on web games for decades now, you can see the news here and in dozens of other sources: https://www.gamesindustry.biz/articles/2020-02-12-azerion-acquires-remainder-of-spil-games Working with Game Distribution has become even better now that we have the power of Spil games portals to provide your games more visibility. Please bear in mind that not all games will make money and work out, this is the same on every platform, not just the web. Quality over quantity is very important. We respect your decisions to discuss, expose and decide whether to work with us or not as long as we are having a healthy conversation around the gaming industry. We work with literally hundreds of game developers who are quite happy with us and I am proud to say our service has improved a lot since last year, and will still keep improving. Any questions or topics, you know where to find me. Iuri
  31. 2 points
    plicatibu

    Google GameSnacks

    @blackmoondev Would you mind detailing us how is this process ? Thanks.
  32. 2 points
    charlie_says

    Use PIXI.Graphics as button

    Thanks @ivan.popelyshev I almost replied immediately, explaining that was exactly what I had been trying... Then when I reviewed the code, it transpired I need glasses (actually, I do), I'd made a typo in "event", so of course it didn't work...
  33. 2 points
    @plicatibu Yes I am real, but I don't bring presents on Christmas.
  34. 2 points
    Hi @Reborned, I asked the policy team to look into it. Let me get back to you when I have more information.
  35. 2 points
    danielmocanu

    Only HTML, CSS and JavaScript

    Hi, I found two games made only with HTML, JavaScript and CSS, no game engine. Here is the link: http://oldfashion-games.000webhostapp.com/ They can also be played on mobile phones.
  36. 2 points
    ivan.popelyshev

    Need help with shader code

    https://www.pixiplayground.com/#/edit/s~VNyhMHDC32k41fJ4iD7 OK, so, vTextureCoord is normalized input, mouse is screen coord. We convert mouse to normalized input too. power is also converted to normlalized input, by dividing. If you want to get rid of division - pixi also gives 1.0/inputSize in its "zw" part. No way to put int constant there, have to use js interpolation. Its easy to fix aspect ratio there if you need, but, since original shadertoy source didnt have it, i dont want to add it for you. I'm depressed because my articles do nothing and people still ask me to do all the stuff for them.
  37. 2 points
    bruno_

    How many webworkers to create?

    I don't know any link that explains this directly. But web workers are not part of javascript. Web workers are a browser feature that you can interact via javascript. This means that when you want to process your code in the background, you tell your browser using a javascript api to do your work and pass back the result in the end. This background process works the same way as any background thread your browser executes. If you execute 100 web workers, the browser will use its web worker pool to execute your workers, the pool may have 10, 20, ?? threads, but probably not 100.
  38. 2 points
    I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what other components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful for any collaboration. Available at GitHub and npm
  39. 2 points
    decrease the quality parameter -> less texture2D calls -> works on mobiles. I have better glowFilter, to be published soon
  40. 2 points
    Dumadu

    Bouncy Jump (3d)

    My new game in html5 done in Playcanvas engine For game licenses contact: arif@dumadu.com https://playcanv.as/p/0OdQ0ldY/
  41. 2 points
    I wasn't aware that you guys had done this in 5.1.1. So I enabled PIXI.SCALE_MODES.LINEAR and went back to the default DisplacementFilter and ... it worked perfectly. The new shader code I was so happy about is completely unnecessary (on desktops at least - maybe I'll still use it if I want to be ambitious about mobile support). Oh well, at least I learned a lot the past few days. Don't worry about missing my issue, I'm sure I'll manage to wear you down with a million other questions in the next few months. In fact, I already have a tricky one in mind - I'll start a new thread right away.
  42. 2 points
    Hi M Yawer, We are adding in-game video ads in our (and partnered of course) unity webgl games, and publish to our network. The ads are setup to appear once every couple of minute, and they are coming with skip button. You can check some examples here, how the ads perform and show directly. Slope game Y8 Moto Loco HD racing game Y8 and others of our newest webgls which can be found here New Unity WebGL Game at Y8, order by date And if you are interested in the partnership, send me a message or reply here and we'll get that going for your game(s)
  43. 2 points
    void main() { gl_FragColor = vec4(vColor, 1.0) * 0.5; } We use premultiplied alpha everywhere. Instead of (r,g,b,a) we store (r*a, g*a, b*a, a)
  44. 2 points
    Trump's Wall Game started out as a joke but somehow manifested into something that is...still a joke. It's a persistent world with one thousand nine hundred and sixty virtual miles along the border. Choose either the red team (builds wall) or the blue team (breaks the wall). Then go nuts and build or break away. Trump's Wall Game is a living breathing thing so any changes you make will be reflected for the rest of the world to see. Oh, we also hired a Trump impersonator to do the voices. That in itself is worth checking out. Enjoy! Play the game here: https://meowyorktimes.com/wall.html Game was created by a three man team in a few weeks. A designer (me), a developer and an artist.
  45. 2 points
    Hey there, I made this little game called Life in the Static, the basic gist of this game is that you have an ability to stop time. LINK TO PLAY THE GAME: Tasty Link
  46. 2 points
    its not an edge case, sometimes just one resource can fail, depends on what server or service do you use. If its a problem for your users, make a fallback, for example you can start downloading everything again
  47. 2 points
    Exca

    creating a animated soft color

    You can do that with vertex shader by giving each vertice a color and then gpu interpolates between those points. Or you can do the calculation in fragment shader to get more refined look. Here's an example how it could be done with fragment shader https://www.shadertoy.com/view/tls3zS For info on how the color palette is done read this article http://www.iquilezles.org/www/articles/palettes/palettes.htm
  48. 2 points
    TheBoneJarmer

    The future of web games

    Oh yeah, I remember reading that discussion. Well, to give my two cents. I think that discussion was pointless to begin with. I understand the question since there are not many popular hmtl5 games, but I would not call it dead, far from it. Web is a platform like PC, console and mobile. Most game devs use an engine like Unity3D or Unreal and export their game to platforms they can support. But games get exported more often to platforms where their game can run native because most games are too big to run smoothly in the browser. I mean, just look around and see how many devs actually created a 3D game in html5. Barely. And if someone did, is it probably low-poly. But that being said, that would be the only con I can think of. The biggest pro, and the reason I decided to go for HTML5 game dev, and not Unity or Unreal or any other engine, is because it is soooo damn easy compared to writing your game in C# or C++. I mean, all you need is a good IDE for web dev and your browser. And players don't even have to download your game. Heck, if you want to, you can put your game in a cordova container and export it to Android or iOS as if it is nothing. And just look at all the available resources. There are engines like Game Maker or Construct that allow you to export your game easily, as well as lots and lots of frameworks like Phaser, Pixi, MelonJS and so on. And also, since your game is actually a webpage, it can be integrated easily in many front-end technologies like Angular, ASP.Net, PHP and even NodeJS with Electron. That is also a very powerful benefit. Not to mention webhosting. I mean, a basic webhosting service is enough to host your game on since html5 games do not tend to be gigabytes big. Give it time. I admit I cannot think of a popular html5 game, but I am sure other forum members can fill me in on that one. I do see some gems once in a while. But those are often not only for web, but native too. They just have a web variant. You wont find yourself a whole RPG, but smaller games. But I like those, I am often very tired after work and to be able to play some small games while being half braindead is awesome, and very relaxing.
  49. 2 points
    Appears to be in game.loop.actualFps.