Nicolas Hoizey

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About Nicolas Hoizey

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    Member
  • Birthday 11/19/1972

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  • Website URL
    http://gasteroprod.com/
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    nhoizey

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    Male
  • Location
    France
  1. RT @RWD: “Downloading a [20MB] app…can take more than 30 minutes on a 2G network, and the download is likely to fail.” https://t.co/iky1Yr6…

  2. Almost 3 years ago, I told you in this same forum about the new game I had just put online: http://www.html5gamedevs.com/topic/366-esviji/ Today, I'm releasing the second major version of this game, with an interface even more adaptable to any screen size and ratio. You can still play on http://play.esviji.com/ To really see how responsive it is, you can try this URL in a desktop browser: http://play.esviji.com/wow/ Here is a screenshot: You need a browser modern enough, on mobile and desktop. Internet Explorer and Edge are the only modern browser not supported, because they don't have SMIL for SVG animations.
  3. All of this is really interesting, thank you for the detailed answer, but once again, it shows more how to deal with vector graphics, not really how to design the game base logic. Not all, but almost.
  4. I already knew this game, but I don't plan to use d3.js. Anyway, the source code of the game if really interesting, so thanks a lot! ;-)
  5. I wanted to use SVG to learn it. The game's name comes from this. I agree with others saying it is possible to build a responsive web designed game with Canvas, but I feel it is simpler with SVG. I'm already planning to replace native SMIL animations with Snap.svg because I want to be compatible with IE9+ and I don't like FakeSmile. I still have to make some tests for the speed/smooth animations issue, you're right. But it doesn't answer my need for a boilerplate/template/framework… ;-) I'll look into this option, thanks. Do you have anything online I could see? I don't know d3.js very well, but I don't think it answers my need expressed in the first message of the topic.
  6. Thanks a lot! I sometimes have issues with the sound sprite that plays entirely when I want only a fraction, and with offline on iOS, that's why I added this setting. Of course, I would prefer everyone to like these sounds... ;-)
  7. I know, but I don't want to use Canvas, so it doesn't answer my question... ;-)
  8. I'm now working on a second version and seeking your advice: http://www.html5gamedevs.com/topic/10234-looking-for-a-simple-generic-game-framework-not-tied-to-canvas/
  9. Hi there, I already told you about my HTML/SVG game called esviji a while ago in the Game Shocase threads. This first verson works pretty well, but it's only a pet project I developed on my spare time (not a lot), and the JavaScript source code is pretty ugly IMHO. I would like to start working on a second version that would be much better, and try to stop reinventing the wheel. The issue I'm facing is that almost all HTML5 game developement frameworks are closely tied to Canvas, which most games use indeed. But I don't use Canvas at all. My v1 game interface was almost only one single SVG element with sub-elements shown or hidden according to game states/screens (welcome screen, playing, pause, scores, settings, etc.). The v2 interface I'm currently working on mixes plain HTML for most screens, and only the SVG for the "active" part of the game (board and balls). I did this because I want it to be truely responsive, working as well on portrait and landscape, on any device ratio, from 9/16 to 16/9 at least but even more "extreme". So, I'm looking for a framework, or at least a code template/boilerplate, that would help me create a better JavaScript architecture, including: modularitygame states/screensgame loopetc. Any advice or comment?
  10. esviji is a variation around the famous Puzzle Bobble game —a.k.a. Bust-a-Move—, in which you have to destroy balls and gain points as long as you can! esviji is an HTML5 game built not with canvas as most other HTML5 games, but with SVG instead. The name is of course a word game on "S.V.G.". As mentioned earlier in a thread about resolution-independent games, SVG is limited by bad browsers implementations (only Firefox provides almost all of SVG standards), and of course by it's vectorial nature. But being vectorial means you'll have nothing to do for scaling your game on any device size. It works everywhere with latest releases of Firefox (desktop, Android, Firefox OS), Safari desktop and mobile, Chrome desktop (issues with Chrome Android), etc. You can of course play esviji online: http://play.esviji.com/ It is even in the Firefox Marketplace, so you can install it like a native app on Firefox OS, Firefox for Android and Mac OS (didn't test on Windows / Linux yet): https://marketplace....com/app/esviji/ esviji is open source, under MIT licence, feel free to fork it on Github, make pull requests and open issues for bugs and improvement ideas.
  11. SVG is limited by bad browsers implementations (only Firefox provides almost all of SVG standards), and of course by it's vectorial nature. But being vectorial means you'll have nothing to do for scaling your game on any device size. I've done it for my own game "esviji" (the name is of course a word game on "S.V.G."): http://play.esviji.com/ It works everywhere with latest releases of Firefox (desktop, Android, Firefox OS), Safari desktop and mobile, Chrome desktop (issues with Chrome Android), etc. It is even in the Firefox Marketplace, so you can install it like a native app on Firefox OS, Android and Mac OS (didn't test on Windows / Linux yet): https://marketplace.firefox.com/app/esviji/ SVG is really great for this kind of games!