benny! reacted to Rezoner in SpriteStack - 3D Pixelart Editor
Ahoy there. I have just released a standalone version of my voxel editor where you draw models layer by layer like a 2d image. It features very neat spritesheet exporter with my handcrafted retro renderer made in WebGL.
Please take a look at https://spritestack.io/ to get more info. I am also glad to anwser any questions.
benny! reacted to Mat Groves in Is pixi.js dying?
Don't worry, we are still doing lots of pixi behind the scenes. Got a bit too busy to blog, but the Pixi is still moving forward and we have no plans to stop :)
V5 has taken a little longer than planned due to our time being a little more limited. Internally we have been using v5 for all our projects over the past year so its in a great spot. We are keen to make sure its ship shape before officially releasing it to the dev branch. We are close and there are a lot of improvements there. Both in performance and flexibility :D
benny! reacted to Zygomatic in 500 HTML5 games in 4 years.
Today, we finished number 500 of our growing list of html5 games. We (Arjan Haverkamp and me, Bram Schoonhoven) started this journey at the end of 2013.
Our first html5 game was a remake of our Flash game Animals Connect. Now almost 400 different games are launched on our various portals.
Our next goal: 1,000 HTML5 games. If we keep releasing 2 new games a week, it will take us another 5 years. All our games can be licensed for your game portal or you can distribute our games for free.
Our most played game is Candy House with 2.5 million game plays. We have around 6 Million game plays per month with 1.25 million unique users playing our games. Average playing time is 12 minutes per game. Interestingly enough, our games are played 69% on desktop, 16% tablet and 15% mobile. Top 5 countries: United States, Germany, Brazil, Poland and Russia. Chrome is used in 58% of the game plays.
Some of the tools/technology we use:
benny! reacted to Mat Groves in mini-runner
Thought you guys might like too check out mini-runner a simple alternative to events and signals with an emphasis on performance.
It currently forms the backbone of the messaging system in our game engine. Its working out great for things like update events, collision events etc.
Great to use if you are say looping through and array and calling the same function on each object. The resulting code is cleaner than a loop whilst still keeping the performance as fast as possible.
So yeah, if you are dispatching signals/events to a lot of listeners often (like everyframe often), then I would considor using this alternative. For most cases, this performace boost is not really important enough to switch from your current fave.
Think of this as a nice alternative for when speed really counts!
benny! reacted to OkijinGames in pie.ai
Pie.Ai (alpha) is my new HTML5 multiplayer game.
Jump straight into the action and eat as much as you can of everything (even other players) but don't stand in the JAM!
With simple one touch control to jump, eat, fly, open locks, break blocks or attack the game is designed to offer seamless experience across all devices (phones, tablets, PC).
This alpha version was developed in one month (originally part of another project, more details below). Note that I have currently limited the number of players to 12 for the alpha so you may get the "Tables full" message if it gets busy at time (you can always spectate to get an idea).
Click here to play
Here is what to expect in the next few days:
Lootable Armor (or temp invulnerability). Improved bot AI. More skins Multi-language support Gold shop to unlock starter packs and skins (gold farming allowed). Game Design:
Propeller vs Jetpack for flying (currently both items behave the same, I am thinking of differentiating them) Smash items mechanism (jumping on some items to trigger some effects) Game modes (have a few ideas that need to be tried out). Initially that game was to be part of another upcoming project (mini game for Idle Brainz) but somehow I got stuck with the top-down graphics and changed to adopt an isometric view. Since the style ended up so different from Idle Brainz, I decided that a separate standalone release would probably be better.
Feedback are welcome.
benny! reacted to OkijinGames in Current state of HTML5 game development in 2016
I can actually provide some insights on this point since prior to starting my indie game venture I was working as Technical Lead for an American brokerage firm in London (7 years) and prior to this, I worked for 3 years as C++ dev for a bank in Paris. As a dev in the financial sector you can expect to earn a lot more than in any other sector coupled with high bonuses and generous packages. Financial stability is definitely easier to achieve with these kind of careers.
There are however some constraints that money cannot offset. Money cannot buy time lost (I started my life in an orphanage in Korea and there was things that I really ought to do regarding this personal matter). After 10 years of career abroad I realised that time was just flying by... being able to untie myself from constraints while making money was my main motivation to start with and this is something that I managed to do.
When I told the company that I was leaving to create an indie game business they were understandably surprised. They offered me a higher package, I explained my personal circumstances, they suggested part time freelancing or that I take a short sabbatical leave to focus on my personal situation but I wanted to start anew and have no further constraints. On top of having a much better quality of life now, my indie game business allowed me to focus on these and this is my greatest pride so far.
Now I am not saying you should leave your day to day job today. I had savings when starting Okijin Games and a career (with 10 years experience) to go back to "in case of failure" so the risk was mitigated. I also got lucky as my first game (Zombies Can't Jump) was a success on Windows Phone and on the licensing market so it started generating revenue immediately and I actually did not have to tap into my savings despite a one game only catalogue.
But what I am saying is that it is perfectly viable to make it as an indie dev in the HTML5 game industry provided you pay attention to the right opportunities and partnerships. Some markets in the game industry are saturated by extremely high expectations, this is definitely not the case with HTML5 games where there is so much room for development. If you read the latest news you will even find that 2017 is likely to be full of development.
To debunk even further, last month my work consisted on successfully negotiating 7 non-exclusives for my latest game Sailor Pop ($1100 average per license), adding to this a discounted sale across my older game catalogue ($1300) and passive revenue from rev. share and stores ($2350). I also went to sign a deal for distribution on several Asian Markets. Most of my revenue comes from these type of deals as I do almost no client / freelancing work (in 3 years I took only 2 contracts for clients and refused many more). Client work may feel safer but you are not building your assets, no scaling prospect nor repeat sales which is one of the most important component of a business along with its structure - I believe that if you ever want to grow your income and value over time then this is a dead end.
I also don't necessarily make games on a treadmill, I took one month off development work to offset the burnout from my latest game and I am now 1 month into my next project (my first multiplayer HTML5 game) although I ought to finish all my projects within 3 months max.
There are obviously other viable ways to make it as an indie (like discussed above), we can also look at the exceptionally successful stories, but in the shades there are many ways to make it decently while having fun with less constraints (that's what "independent" stands for after all).
To conclude I also agree that in all this, there is also the prospect of one day making it big with one hit! But in between it does not mean that making a living is impossible.
benny! reacted to ivan.popelyshev in Pixi v4 Shaders
I'm working on addon for pixi-display plugin right now. It will be available in two days or so, and it'll be easy to use, no need of knowing all these stuff. Basically, you'll be able to apply any filters and blendmodes on the scene in a bulk. 100 lights? Ok, it will work just fine.
Your plugin will be first to use that, then I'll ask guys if its worth to putting into vanilla RPGMV
benny! reacted to mentuat in MarketJS copying games again
I don't mean to criticize your handling of this but you'll find people might respond more positively if you just admitted fault and removed the games in question rather than use the same pseudo corporate PR response as last time.
The games mentioned in the thread last year are still live and for sale on your site so why should anyone believe you this time?
For clarity, here they are again:
Original game Let Me Grow
MarketJS copy Baby Whale Rescue
Original game Pilot Heroes
MarketJS copy Pilot Training
Original Game: Mini Race Rush
MarketJS copy Monster Truck
Original Game Mini Putt
MarketJS copy Tiny World Golf
Would it be possible to remove these from your site immediately and not sold in the future? I've had to explain to clients why there are are odd looking copies of my games around and I've lost sales to publishers who already have your clones of my games in their catalogue
Another thing - there's a couple of forum users have been very busy trying to push this thread off the front page by bumping old posts. I also noticed that the last time they posted was at exactly the same time as the previous MarketJS thread about copying games...
Please could you ask them to give it a rest as it screws up the forum for other users!
benny! reacted to OkijinGames in Current Licensing Market
This reminds me of a chat I had with a more veteran dev from TIGSource as I started my business. He took a look at my first game “Zombies Can’t Jump” and said that I should not expect to make more than $50 from it. I made well over 1000 times this amount.
What he saw was a sub-par mobile game with limited content and simple graphics (he was right I had just started learning Photoshop and the game had only 20 levels).
What he did not see is that for an HTML5 game it was pretty good standing. What he did not see is that on Windows Phone platform (offering at that time a great support for HTML5 apps) the game also had a good chance because the platform was not attracting many big studios. I went to see the Microsoft guys in their offices in London, I demoed them the game and this meeting resulted in over 150 featuring in a year including the Microsoft Red Stripe Deals. The game ranked 1st in 15 countries (US, China included) in paid strategy games category for several weeks on the platform and landing among big production titles.
This is what this guy could not see that “business is about opportunities taken at the right time”. A game does not have to have the best graphics or content, it can still plug a hole perfectly, fit within a market, and answer a specific demand. Yes, my games would certainly flop on Steam ($50 would even be optimistic), this is exactly why I had no interest in targeting Steam users. We need to understand the market and its opportunities to cash in.
In my opinion, graphics may or may not be important depending on your target audience because players are not all after the same experience when it comes to gaming so there is no point antagonising graphics and gameplay and so on… It is for the developer to understand what his target players want and deliver. I am not sure that you would enter a restaurant tagging “I cook wtf I want and you eat it”. Yet I see many devs having this wrong approach (from a business perspective) and wondering why they cannot make a living from their games.
My 2 cents, hope this helps.
benny! got a reaction from kevdude in Wilds.io - Multiplayer hack'n'slash
@Rezoner Give yourself a break of some days. I know that feeling - it can be hard - especially for a one man army to keep motivated. For me it helps to take a break of some days. Then coming back with a full battery everything feels a lot of easier.
benny! reacted to remvst in [js13k] It's Raining... Boxes?!
So, here is my entry for this year's JS13K: It's Raining... boxes?!
The goal of the game is to survive as long as possible on the platform without falling in the water. In order to do that, you have to avoid the falling boxes, but also move them so you can jump on them and avoid the water.
There are also random events, like storms, floods, and some others that I'll let you discover by yourselves
You can try the game at http://boxes.tap2play.io/
I'm looking to gather some feedback in case something really needs to be changed, but it's pretty much ready for submission, and I only have about 20 bytes left. I'll probably submit it tomorrow.
EDIT: The game has now been submitted. If you wish to support my entry, feel free to head to http://js13kgames.com/entries/its-raining-boxes and tweet about it!
benny! reacted to Ludei in The new Cocoon beta - now open!
The new Cocoon beta - now open!
During the last months we have been working on building the greatest possible cloud service for HTML5 developers. We have been HTML5 pioneers with our previous CocoonJS Cloud providing the fastest canvas renderer with Canvas+ and offering services integration. It has been a great experience but we felt that some things could be improved and so we did. Now you ask for an invitation to start using it here.
Today we just launched the new Cocoon Beta. We will start sending invitations progressively during the Beta period so if you request an invitation today you can expect an invitation in your mailbox soonish. If you show us some love tweeting about @cocoon_io, we’ll move you up the waiting list.
More info here.
benny! reacted to Ezelia in EZGUI : The missing GUI Library for Pixi and Phaser
I'm happy to share with you our Pixi/Phaser GUI Library.
EZGUI is an attempt to make Game UI creation simple, and separate the GUI from the code.
it's Themable, extendable, and easy to use (at least we are trying)
here are tow examples of what you can do with EZGUI
and you can try them live here
Game example : on Pixi | on Phaser
App example : on Pixi | on Phaser
The library is in early developement stage, but it's already usable in many types of games.
Documentation is in preparation, in the meantime you can take a look at the examples to get started.
So how does EZGUI make GUI creation easier ?
The main idea is to write almost no code for visual aspect, all pure GUI stuff is defined in JSON files.
The library is shiped with two themes (feathers and kenney) with many ready to use GUI components (themes will be enhanced/enriched in future versions)
EZGUI approach is to compose the GUIs from json definitions. it will not provide rich API to create GUI programmatically (it's still possible to create the gui elements programmatically but not recommended) .
instead, you'll have some functions to load themes, compose the UI, bind events, and animate/tween the GUI elements.
Additionally, we think to provide composite GUI components for most common game use cases, those can be : levels screen component, Hight score with stars component, Social share component ...etc (not decided yet but I think you see the idea)
Later we are also thinking to make a visual GUI designer, but this will be a separate project
EZGUI web site is available here : http://ezgui.ezelia.com/
And github repository is here : https://github.com/Ezelia/EZGUI
Feel free to give me your feedbacks / suggestions and report issues if you use it
Added an integration example of EZGUI with Phaser breakout game : http://ezgui.ezelia.com/examples/breakout/
benny! reacted to Rezoner in Playground.js 2
Playground.js is a framework that i've been using through most of my jam and commercial games.
In opposition to the most engines out there it doesn't provide high-level concepts such as physics, entities or collisions.
It's meant to be a good bootstrap for rolling your own custom solution - creating new or using existing libraries scattered on github.
I think it's been TL;DR already - so if you are into craftmanship check out showcase on http://playgroundjs.com/
ps: What has changed recently is that Playground is no longer tightly coupled with <canvas> and it is possible to bind any kind of renderer.
Currently I am working on rewriting Three.js loaders to match playground's workflow.
benny! got a reaction from vitolipari in Proton - Particle engine with Pixi.js support
I am currently searching for a particle engine for my current game project and just came across Proton:
It looks fantastic - plus - it supports Pixi.js. At least it features a demo explicitely using the Pixi.js engine.
Thought this might be of some interest for some of you.
benny! reacted to Phempt in Phonegap performance - let me say wow
I tried to apply this plugin on my existing project and I can confirm that FPS are always at 60 and there's a lesser CPU usage.
This is only a workaround at the moment, so I can't reccomend to use it but could be a huge start point for high performance iOS games.
iOS8 is installed on 56% of devices at the moment (https://developer.apple.com/support/appstore/) in my humble opinion, due to a jailbreak not available.
But now, a JB was released so I think that this 56% will increase early.
benny! reacted to IvanK in Photopea - edit PSD in a browser
if anybody is still interested, I have published Photopea 0.9. It contains Type Tool, which is fully compatible with PSD format.
What do you think about it? What are the features it must have, to make you use it?
benny! reacted to OkijinGames in [ARTICLE] How to make up to 30,000 USD from a HTML5 game
To give some insights, the HTML5 version of Zombies Can't Jump was only sold non-exclusively to publishers and grossed a little over $26,000 from HTML5 in this first year including licenses, revenue share and re-skin (does not include sales and rev share deals on native stores). I remember hesitating as to whether I should accept to sell an exclusive license but I am happy I did not because the prices publishers offered at that time were much much lower than this figure.
On the other hand what should be accounted for is the overhead when dealing with many publishers and networks (code, packaging, customizations, contract negotiation and so on) - so this should be accounted for when comparing the actual net of selling non-exclusives over selling one exclusive.
If exclusive prices remain in the range of what was offered for Zombies Can't Jump then it would seem it is more profitable to take the overhead and sell non-exclusives but if publishers are willing to pay within the price range mentioned in the article for exclusive content then the whole thing of selling exclusive starts making sense... just my opinion however