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scheffgames last won the day on March 15 2017

scheffgames had the most liked content!

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About scheffgames

  • Rank
    Advanced Member
  • Birthday 09/01/1983

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  • Gender
  • Location
    Land of Biting Bytes
  • Interests
    Programming, Photoshop, Design, Games

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  1. Hi! My game Nature Basketball is available for licensing:
  2. Just finished working on another html5 game and I'm available for work. Hit me up with an email if you need any html5 gamedev!
  3. I downloaded the FMOD Studio API for html5 but I got some errors for even the most basic example. Here's an error that appears when I try to play music from Fmod Examples / Studio Examples / Simple Event: musicInstance.val.setParameter is not a function Here's another that appears when I just open Fmod Examples / Studio Examples / 3D sound: BindingError message: "function EventInstance.setParameterByName called with 2 arguments, expected 3 args!" OBviously there's something wrong with the setParameter function but I don't know how to solve this issue myself. Probably involves digging in their source code. Should I contact the FMOD team or am I doing something wrong? (tested on Firefox and Chrome, using local web server).
  4. I'm available for short term projects - I've also updated my bio with the latest work. If you are in need of html5 Phaser game don't hesitate to hit me up.
  5. How would one approach creating a turn based strategy game in Phaser? We have the main update() function, sure, but we're not dealing with moving objects on the screen, rather updating the complex states of various objects in a certain order. Implementing my own customized update function that measures how much time has passed in mSeconds and then performing certain actions comes to mind but it's from the top of my head and I'm sure there must be better ways of doing it. I've been out of the gamedev loop for some time so I feel a bit stupid asking such a (probably) simple question.
  6. A quick project that I made for a client a while back. A match 2 game, finished in just 9 (intense) days. Artwork and programming done by yours truly. Cool things I made: ability to modify and add custom text for various windows with placeholders for various variables - like number of coins per level, time in which the level was finished, etc., a (simple) public API that allows for simple starting the game and receiving all the data from all the sessions the player plays at the end (number of coins, times per level, etc). Particles were made with TimelineFx (which is starting to grow on me due to the ease of use and good results despite the fact that a more advanced program is available - Particle Illusion). There is no end menu or start menu as this part is handled by my client who wants to integrate this game with various platforms. What surprised me was the fact that altough the client (which is a small startup) has two very capable JS developers they still used my services. I guess all that Photoshop and game development experience matters. One thing I like about this game is the snappiness and the incredibly simple reshuffling mechanic which proved to be so much simple than I was afraid. The design and artwork also took a bit of experimenting - sadly the fonts for displaying remaining moves, coins and time were changed at the request of the client and don't match as well as the previous one. Match 2 game
  7. The title says it. I'm curious about how PIXI works and I will probably get my hands dirty. But is it worth learning it properly if I'm already familiar with Phaser?
  8. God damn it....don't know how I missed that. Thanks for noticing!
  9. Nature Basketball. It’s a simple basketball game in a relaxing nature setting. It’s available on Google Play – my main monetization channel. I’ve also published it on a couple of online games portals where it can be played directly in the browser: Kongregate, Newgrounds and The browser versions of the game have hand-made ads that point to either the Nature Basketball Facebook Page (for pc users) or to Google Play App (for mobile users). Short Post Mortem. I’m unhappy with a few things about Nature Basketball. Firstly it’s quite large with 17 mb worth of files – it takes a bit to download for users with slow internet connections. Secondly the game performance it’s not very high – the main reason behind that being the multitude of graphical elements that make up the scene. The submission process to Kongregate, Itch and Newgrounds was easy and straightforward – I spent no more then 10 minutes. Submitting on Google Play took a bit longer and I’ve discovered some minor bugs after I’ve already published it so I had to quickly push some updates. Other then that everything seems to be working fine – the ads are displaying properly, there are no crashes. We’ll have to wait though for a bit to get some feedback from players. Marketing. Right now my marketing channels are the Nature Basketball Facebook Page, the custom ads displayed on the browser versions of the game which point to the Google Play App and to the Facebook Page, my twitter account, r/webgames, r/gamedev and I’ll have to think and research more channels so I can increase the game’s visibility. Expectations are quite low at this point. I’ll just have to wait and see how it will evolve during the following months. Close Future Plans. The next couple of games are going to be shorter (dev time), with an abstract theme and using some popular existing mechanics. This will hopefully solve the two main issues that I have with Nature Basketball – slow performance and high loading times. I’ve already started working on a simple abstract endless runner kind of game. The mechanics are very simple (and already done) – right now I’m working on the graphical aspect – it’s going to be very minimalist and sci/fi themed. I intend to keep the dev times shorter on this one – hopefully by the end of the next week it will be ready to launch. The best thing about self-publishing and not relying on other game portals to buy my game is that I can experiment wildly with both mechanics and graphics – which I intend to do fully in the somewhat further future. I also intend to have a rapid cycle of gamedev and release – 2 weeks for a game is the current maximum allocated time for a game. That’s all folks. Original Article.
  10. Windows 10, 64bit.
  11. Uncaught TypeError: Cannot read property 'interaction' of undefined at Function.x.init (redbull-soapbox-racer.min.js:398) at Lh [as __class__] (redbull-soapbox-racer.min.js:7) at Function.Lh.main (redbull-soapbox-racer.min.js:7) at redbull-soapbox-racer.min.js:1468 at redbull-soapbox-racer.min.js:1468 It seems I can't play games today, second game where I get an error.
  12. Uncaught Error: This browser does not support webGL. Try using the canvas renderer Why not using phaser's AUTO rendering mode? So it can work both on canvas on webgl?
  13. Looks promising but it just crashed when I run the editor: NeutrinoParticles Editor.exe caused ACCESS_VIOLATION at 0023:00000000
  14. Full Article excerpt " I was right to be afraid of porting my html5 games to android. It’s a bloody nightmare folks. I may exaggerate a bit – maybe just a bad dream. I don’t know about you but I’m a lazy developer. Meaning I just want things to work how out of the box with minimal overhead. I also suffer from the impostor syndrome – specially when it comes to web development, adding plugins to existing packages and configuring stuff. Mainly it scares me because I have 2 options when I encounter something new: 1)Follow tutorials and use Google 2)Spend large amounts of time to learn all the ins and outs of a certain technology. Since I may not like learning that tech in depth or simply I don’t have the time I usually go with no. 1 – Google it. It helps if that tech it’s well documented and it works decently. Alright, let’s start sharing some tech stuff. So what do I do if I want to port my html5 game to Android? A quick google shows me some options: IntelXdk, Cocoon.js, Cordova, PhoneGap, Ejecta, Crosswalk, etc. IntelXDK sounds good – so I install it. The interface it’s pretty straight forward but you don’t have an option of simply choosing your project file and have it converted to an APK. Nope. You first have to create a project (blank html5 or cordova) – intel will create a directory structure with some files and folder and most importantly a www folder. Then you open that www folder in explorer, delete existing files and paste your html5 files (index.html + assets) – at least that’s my dumb way of doing it, maybe there are smarter workflows. Like I said, lazy. Next I go to Simulate tab – click play – sure enough my app it’s emulated and it’s displayed correctly. Now I go to the Build tab, select android as my only build option and click on Build Package. After a while I’m prompted to save a .zip file somewhere on my folder. I dully comply. I eagerly open the .zip file hoping for my juicy apk but instead all I have it’s some files and folders. WTF? Thankfully there’s lots of helpful aiding links in IntelXDK – so I follow them and I find out that I have to either use Cordova CLI or PhoneGap to make an APK. CLI sounds awfully complicated so I go to the PhoneGap website, make an account, upload my .zip file, download an .APK (finally) and install it. It works – somewhat. It’s all out of alignment and there’s a status bar sticking out and it’s in the wrong orientation. Damn. More work. Sigh! Now I’m starting to get a feeling it’s going to take a while. " Full Article