b10b

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  1. Like
    b10b got a reaction from 128p in State of the market   
    Yes, you're right - I'd forgotten about that (recent) extra "requirement"!  Thanks for your compliment and good luck to you, whichever platform you end up on.
  2. Like
    b10b reacted to 128p in State of the market   
    It makes total sense when you look at it this way. Problem being, by doing some pretty quick math here I'd have to pay about $240 USD in total  (btw that is R$1000 BRL my country's currency, terribly expensive!) the extra $140 bucks there is because it would be necessary to buy a really cheap old iPhone just to setup two step verification. Handing off $240 bucks for a solo developer in my budget is like a shot in the dark. 

    Question, would I do it if I those resources available? Undoubtedly! But for a still maturing platform I'd rather think twice before stepping in.

    @Noel: Good point Noel, it's a one time fee, that's refreshing.

    @b10b: Stock Car Hero looks incredible! You guys did a pretty good job there, congrats! 

     
  3. Like
    b10b got a reaction from 128p in State of the market   
    @128p yes opt-in for iOS seems like a reasonable option, especially initially.  I'd imagine from FB's perspective they'd prefer to present their blue app as a consistent platform / experience that transcends device?  E.g. it'd be a bit odd if some features were available everywhere except when the user picks up their iPhone?  Plus politics ... Apple sure like their rake, so given the lack of opt-out this is an unsurprising (if frustrating) requirement.  Questions to consider are ... how are you imagining monetizing your game, and how does FB help you do that in ways that can't be achieved by going to individual platforms directly?  The $100 gift to Apple probably shouldn't be the barrier.
  4. Thanks
    b10b got a reaction from Hipreme in Resource Enum Generator   
    That's cool, the benefits of having typed resource addresses include avoiding typos and ensuring required assets exist.  In Haxe we do similar with a Macro that directly reads the assets folder (so there's no need for additional tooling or generating a static list).  I do miss those macros when working with other languages so its great to see alternative approaches.
  5. Thanks
    b10b reacted to rich in Uploading screen shots should work again now   
    Hmm, moving server broke this feature, but I've enabled it again (along with SSL, which also broke for some reason).
    So now, you can upload things again.
     

  6. Like
    b10b got a reaction from dacatchman in Rotation values   
    Fair question.  I'm not actually sure of the philosophical truth about 2D representations of rotations >2Pi?  But from a pragmattic gamedev perspective I often want to know full rotations.  Or rather I like to know whether a rotated value has rotated "more" than a previous one.  In other words, I expect that when incrementing a value the result goes up (rather than potentially going down).  And vice-versa for decrements.  Fortunately modulo to 2Pi for resolving back to the expected range doesn't seem expensive these days?
    That being said I avoid relying on the rendering-engine to "own" such model data (for non-rendering purposes) and prefer to use a little helper class to answer such comparisons.  I also avoid Radians (and Degrees), but that's off topic.  So ... maybe you're right and ranges beyond 2Pi have no value (to me) in a rendering library?
  7. Thanks
    b10b reacted to totor in MTB Hero   
    awesome style and effects! i find the game a bit difficult though due to the low camera positioning, on the expert track the obstacles pop way to quick and hidden by the character on her bike making it more a reflex game than a careful trajectory optimization contrary to your games with the cars.

    And you can't jump!!!!!!! WHAT???? a mtb game and no bumps on the trail? Ok it would be more a bmx game. ;)
  8. Thanks
    b10b reacted to totor in MTB Hero   
    i played the game only on laptop so can't say for single-touch control but yeah jump on scenery-item more as a wow effect or as gate replacement like a ramp to jump over a stream or when you come with speed over a curvy little hill - instead of popping a gate ;)

    Still can't beat the expert mode even with all capacity maxed out, always hit by a gate, that seems beyond my reflex ability. ;) Speaking of capacity it's not very clear (for me) what effect have boost and power.

    If i may ask, it would be awesome to have a free ride mode but i don't know if your engine can generate a ride on the go.
  9. Thanks
    b10b reacted to mobileben in MTB Hero   
    Maybe one way of handling jumps is letting the player do a little bit of a trick move when they have air time? Perhaps giving some extra "bonus" for doing so. Bonus to provide some incentive (note since you are time based, that would need some further thought on what the bonus does or if an extra point system is added ... or perhaps it adds some "speed up"). But also, if timing isn't right on the jump, there is a "wipeout".
    I double quote that because a wipeout could be treated much like running into a barrier.
    I agree with totor though. I thought there would be jumping.
  10. Thanks
    b10b reacted to Milton in MTB Hero   
    53.53  Don't think I can go much faster.
    Excellent game!
  11. Like
    b10b got a reaction from ivan.popelyshev in Help Budgeting An Idle Game   
    I'm currently scoping a high-retention idle / incremental game-engine for some client work, and imo the above list doesn't scratch the surface of a game like "Adventure Capitalist".
    Pixi and UI design aside there are multiple core game systems to consider, and only a few are genuinely trivial.  Perhaps these are the "enhancements" you wish to personally expand later, but you may do better to include more in the initial design and foundation?  Also consider the requirement to "test" the game economy without exhaustively playing ... i.e. lots of statistical analysis on where the overlaps of upgrades, ranks and yields occur (much of the game design for a successful idler will be from a spreadsheet).
  12. Like
    b10b reacted to mattstyles in A little something to help with demos   
    I've just tidied up speedrun.
    If you want a quick way to get access to a modern JS toolchain for your demos then it might well be useful for you.
    I've also created a quick example project (using pixi, but you can use anything) for you to have a play with, available here.
    Getting Started
    The example project shows a pretty clean way to set up a demo project.
    It requires you to have node (and thus npm, the node package manager) on your development machine, and you’ll need git on your machine also if you want to clone the repository. With these prerequisites (and some knowledge of the command line) the following commands will get the project up and running:
    git clone git@github.com:mattstyles/speedrun-pixi-example.git cd speedrun-pixi-example npm install npm start These commands will clone the repository locally, then traverse in to that repository, then install the dependencies from npm that are required to run the project and then runs it. Running the project means starting up a local server to serve your files and creating a development environment including some features like transpilation of newer javascript language features, use of ES6 modules and hot-module reloading (HMR) as well as a few other goodies. All of these goodies are provided by parcel.
    Some more details
    A modern JS toolchain often includes some of the following features:
    * A development server to serve your files (rather than from the file:// protocol which has some restrictions you probably don’t want to deal with)
    * hot-module reloading i.e. incremental bundling of only the files that have changed, resulting in a faster feedback loop (this is subjective, not all of us, myself included, absolutely agree that this is a good thing)
    * Access to ES6 or CommonJS module systems
    * transpilation of newer language features that may or may not be supported (yet) in your development browser of choice
    This project uses `parcel` the do the bulk of the heavy lifting which gives you a few additional features:
    * Very fast bundling, for optimal feedback loops from changing source code to seeing the result of those changes in the browser
    * Friendly error logging, errors are propagated to the browser rather than remaining solely on the command line
    * Automatic bundling, this allows for automatic inclusion of images and css files
    * Many pre-packed transforms, allowing use of images, css, json, as well as language supersets like typescript or even separate transpilable languages like wasm, rust and openGL  (amongst other available transforms)
    The advantages are all subjective; there is a clear argument that this additional complexity simply is not worth it. However, access to a module system and newer language features is very attractive and projects like `parcel` can ease the problems of writing source code using these techniques.
    Many of us here like to create many small demos and proofs-of-concept, and `speedrun` can help ease the pain of setting up a toolchain for such projects.
    Many people here also aren’t comfortable with setting up a javascript toolchain to get access to things like a module system or newer language features. Speedrun hides this pain so you can get going, but it’s still worth (in my view) finding out how this stuff works, and speedrun or the example project won’t help here as it very deliberately abstracts this toolchain away. Thankfully there are many resources out there if you want to (and have time to) learn.
  13. Thanks
    b10b reacted to abdel in Switch Colors   
    Hy,
    My game is just reviewed on Facebook instant game here is the link:
    https://fb.gg/play/switchcolors
    everyone here is invited to test it, and very welcomed to comment it.
    mainly it’s a Solo game with fiew social implementations like sharing, inviting.
    I’m currently looking up for 1V1  playing mode.
    thanks to @Noel @b10b your names are included in my credits page your help was very  helpful for me.
  14. Thanks
    b10b got a reaction from elaouad in Html5 can I take a copy to database   
    Typically media catalogs that allow syndication / embedding provide APIs for this purpose (and have acquired the permission from the content owners before publishing).  So, if you are finding that your deep-linking is breaking over time, it may be because your approach is a terms-of-service breach or symptomatic of a possible copyright infringement downstream?  Perhaps you can share your website for review?
    You may do better to use proper APIs from reputable media catalogs or build up your own catalog of games independently?   You can often license games from the original creators or IP owners directly (e.g. on a non-exclusive or royalty basis).
  15. Like
    b10b got a reaction from vornay in Why did the forums move?   
    Yes of course, my rambling mistake   Corrected my original post.
  16. Like
    b10b got a reaction from Horizonicblue in Why did the forums move?   
    Yes, pretty quiet here these days with most action happening in the (excellently supported) Pixi subforum.  I understand why communities like to move and refocus but what I think sometimes gets missed in such evaluations is the value of "cross-pollination"?  For example running Babylon (3D) posts alongside Phaser (2D) posts decreases the potential for tunnel-vision within both communities because more diverse eyes are exposed to the issues and challenges - even if few people from alternate arenas directly comment, the exposure effect is unavoidable, perceived walls come down, and expertise can come in from the side.  Perhaps that is the strength of moving to a totally catch-all environment like StackOverflow etc - where all topics are entwined?  Not always warm, fun and friendly though, whereas this forum has always been generous and decent.
  17. Like
    b10b got a reaction from PunyGames in 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!
  18. Like
    b10b got a reaction from vedia in Has anyone noticed performance problems in Chrome using spines?   
    First try ... Double check Chrome is really using WebGL.  Spine mesh deformation can be quite intensive for Canvas and could easily account for these FPS variations (if WebGL isn't working).
  19. Like
    b10b got a reaction from ivan.popelyshev in Has anyone noticed performance problems in Chrome using spines?   
    First try ... Double check Chrome is really using WebGL.  Spine mesh deformation can be quite intensive for Canvas and could easily account for these FPS variations (if WebGL isn't working).
  20. Like
    b10b got a reaction from jinzo7 in 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!
  21. Like
    b10b got a reaction from Wolfsbane in 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!
  22. Thanks
    b10b got a reaction from AlienplayGames in Current state of the market   
    If sponsorship is a micro-niche that generates small value then where might bigger value exist?  Gambling, social, adult, advertising - these are the areas web-interactive growth has historically occurred.  I think there's evidence it exists for HTML5 today (via trend analysis, user habits, job postings), but that's arguably a far cry from making games in a purest sense.  Bets could also be made on emerging gaming trends like .IO or IM games.  Alternatively HTML5 gamedev skills are highly transferable to SPAs or UXD.  Whatever the choice, there's a fair amount of insurance in the technology stack.
  23. Like
    b10b got a reaction from AlienplayGames in Current state of the market   
    @True Valhalla, wow you've been busy with retrospective editing of your posts!  It is appropriate to wish to correct your originally bullish remarks, but less appropriate to use such corrections to call others names or to promote profiteering click-bait?  Suggestion: mark future edits with the word "edit", "addition" or "clarification".  For the record I do not think it is appropriate for this forum (which attracts a larger number of newcomer developers) to promote false promises targeted specifically at them.
  24. Thanks
    b10b got a reaction from inyourpc in Flash to html5,playstore, Ios store - Suggest Plz   
    https://webglstats.com/
    Mid 2019 we're at 98%.
    These stats are being compiled mostly from libraries or websites that feature or require WebGL.  There is a risk we're counting travellers at the airport.  Perhaps the more important question is whether the project in mind significantly benefits (or suffers) from any dependency?
    Same applies for Unity.  Just because it makes most-sense to the herd doesn't mean it makes most-sense to a specific audience or use case (because unification is homologous which can require compromise).  Mobile-web is unique because footprint and initial load are critical while interoperability with other web systems can exploit new and emerging audiences in ways that other apps can't always manage.
    Yes, I might be over-stating the issue to make my point ... which is ... I recommend studying data specific for a desired audience - make tests and evaluate assumptions.
  25. Thanks
    b10b got a reaction from inyourpc in Flash to html5,playstore, Ios store - Suggest Plz   
    Technology aside, you may find that the user interface design of your 2,000+ Flash games aren't best suited to today's audience and devices?  Specifically games from 10+ years ago were likely designed for desktop, mouse controls, small text, small buttons, cursor controls?  Today the basic requirements are touch controls, big buttons, one touch play, and other modern streamlined approaches that might not be compatible with desktop game-design choices?
    So even if you used an auto-magical porting system to technically achieve what you ask (of which there are many), the result might not be worth using?  For that reason I'd encourage you to consider cherry picking the best titles from the list and re-imagining them using modern tech (and modern cross platform user interface design).  What percentage of your 2,000 flash games account for 80% of the game plays?