mychiilist

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Everything posted by mychiilist

  1. Yeah I know them. Just so people not wondering, mine is not just a simple concatenation; it automatically put orders depending on the inheritance hierarchy (Just like Java and not like TypeScript that forces you to use file references and end up in circular reference issue just like in C++ headers). The script gets simpler thanks to ES6. I also have my own way to do namespaces (if that's what anyone means by other useful thing by modules) just like C++ namespace. So, until now I'm not sure how module could work for me. I've used Dart.js before (I believe it has the exact same way of module) and I didn't really buy it. Maybe until it works just like Node.js require, but even Node.js require multiple files, which is a different case that I'd rather have a single, public, obfuscated core file in client-side. I like the idea of using the module to be prepared natively as it is unavoidable, but that's what I felt about ES6 4 years ago. I'll check again further maybe when it is useful later, 2019 or 2020. One at a time.
  2. Thanks for the response guys. I'll start off with ES6 by default now, with Babel in consideration as it uses native syntax. I've used TypeScript and I loved it. But then I went into problem when importing 3rd party libraries as I may have to create my own header files, that's why I really look forward for the native one. Babel is nice when it comes to this. Regarding to module, the good thing is, of all features, module support is the least I need as I have my own compiler to combine the classes (by files) automatically. Cheers!
  3. Hi, it's been a while since I've been in web development world, including HTML5 for games. I'm just wondering if I can finally use EcmaScript 6 features by default (class, let, const, extends, etc.)? How about you? If not, what are the transpilers that you can recommend me? Thanks
  4. It is best if you use a flag and have the character movement done in the game loop. So when you press a key, a command turns true and therefore rendered by the game loop as long as it remains true. This will avoid movement delays, and the command remains general where you can add another command for the same flag. In a bigger architecture, you may need observer pattern to handle this so it can work across multiple user inputs (touch, keyboards, controller, etc) Example: var isMovingUp = false;window.addEventListener("keyDown, function(k) { switch(k.keyCode) { case 87: isMovingUp = true; ... }});window.addEventListener("keyUp, function(k) { switch(k.keyCode) { case 87: isMovingUp = false; ... }});// called by game loopfunction update(dt) { if (isMovingUp) { hero.y = hero.y + 32; }}This is a general issue in any game development with any language/framework where everyone may have their own implementation based on their needs, so every tutorial may have their own examples to show it.
  5. I think what hesitates you is because you like her, oops, I mean because she's pretty. Lol. Quick hint: The topic of your interest, the drawing and anything related is already the ice breaker. When it comes to business, you don't hesitate to hunt (and being hunted). Put your mind that she wants to be approachable for her drawings. If not, then you're the one who should convince her that her drawings are to your liking and match on what you need.
  6. Since Spine is 2D I guess I'll just post it here. Is there anyone yet to implement Three.js Spine runtime with FFD? I found one by makc but it seems like it doesn't have FFD yet. Thanks!
  7. Cache problem on the user can be fixed by providing the querystring as a version on your index.html file (if your app.min.js is your game file, I think that should be app.min.js?1.0.1234), or when you load your script. Just make sure the index.html file isn't cached as well. Or simply use folder versions on the assets. Hope this helps! Good game btw.
  8. Move to Canvas/WebGL. Use graphics engine like Pixi.js or Three.js.
  9. Wow guys, a thread commenting a hate comment only grows more endless heated debates inside. I think this is the kind of thread that needs to be locked. Everyone may go with their own opinion now.
  10. Finally an alternative choice. Checked it out and it's quite complete. Thanks a lot Henning.
  11. Can't really say if HTML5 is the future of the web, but I'd rather say HTML5 is the current (only?) technology that can, finally, build up to 3D games in a browser including mobile (Safari iOS) without any plugin. Worth study hours for hours, I'd really say why not. If you understand programming well, sooner or later, language or platform is not a matter. What I mean is even if you waste your time in making games with JavaScript, you won't have much trouble adapting yourself with other languages cause programming concepts (OOP, pointers, data structures, algorithms, pointers, design patterns, architectures) are always the same in general, whatever you are using. Dream to be a game developer: start making one now, have fun, and never give up. Good luck!
  12. Thanks I will check on it. However I can't seem to find any HTML5 game using that though, I need to see the practical use.
  13. Yeah I have a big interest on Stripe for a very long time, but apparently my country is not in their list yet for me. mozPay.. I'm not sure about this one as I briefly read them but I'll check them further. Thanks!
  14. Well I guess no one yet really has another option if I conclude.. Thanks, will do.
  15. Hi guys, I'm looking for a cross-platform payment solution for my game, which should use in-app purchase materials. The one that I found that can work on web and other media is Xsolla. I found out about this one from Bombermine game. But I want to check for others to make sure. I wonder if you guys have any other options? It'll be also great if you guys already used them (including the Xsolla) and share your experience when with them. Thanks!
  16. This issue is most likely related to OpenSSL vulnerability called Heartbleed. It was a big shake in the internet back in March. Check out what it is all about here: http://heartbleed.com/ The newest OpenSSL fixed this issue and therefore you got to upgrade yours to that, as they said. I haven't fully implement SSL so I don't know anything more than this.
  17. Yeah in the end it has to be the game that should accommodate this situation. For online turn-based RPG should also work fine as data can be saved during their progress, and usually done after each battle. So in case their game got refreshed during the battle, nothing should lost. But still it can irritating for them. Can't imagine playing an endless runner and suddenly I pressed Home button, and when I return, the game is restarted. Using that "save state" trick could work too. But in my opinion it can only go as far and complicates the program when the feature grows, especially for action games. As for now I am not gonna focus on letting the user to save it to the home shortcut (users are expected and brought to play directly in the phone browser). But I will definitely make the game to fit to this situation as well, just in case they do.
  18. Seems like I can assume there's no solution to this. I've tested it in Android and yet it also does the same. Guess "Add to Homescreen" feature won't work for HTML5 game for me, but just normal website.
  19. Hi, in Phaser.State, I know that preload() is called before create() method, but is this mean that all create() method from all states will be called after all preloads are done, or just the current selected state? Or preload() also only called when the current selected state is active? I still don't get the order in general. My current case is I want to load some assets separately on certain state when the game is moving to that state, I don't want to preload all assets (of all states) the first time the game is initiated. So I need a method that is called only when a certain state is active. So far I am assuming that create() method is called only when it is the current state or when moving to a new state, while all preload() from all states are called regardless of current selected/active state. Thank you!
  20. Hi, I have a problem on my HTML5 game when it is added to Home Screen using my iPod Touch 5th Gen, iOS 8.2. So I made a quick test to compare when I save my game to HTML5 home screen (it becomes a direct shortcut), and playing it directly in Safari browser. When I play my game from the home screen shortcut, every time I open my game from the phone shortcut, and say I "alt tab" (using double click on home button) to another application and then return to my HTML5 game, it refreshes again. This case does not happen in Safari. Any solution? Thanks!
  21. Create 3 mobile web games (HTML5 of course) to finally start developing and publish my mobile web game portal website.
  22. Hi guys, Just wondering what's the current minimum mobile devices based on your experience in either iOS and Android OS? I am currently holding Samsung Galaxy Mini (S5570) which is super slow, and also an iPod Touch 4th Generation. I have my next iterations which is iPod Touch 5th Generation and an ASUS ZenFone4. These are the ones I am expecting to be my minimum devices right now. But then I need more cross reference; are they minimum enough? What's your minimum device requirement for your games? or what are the most minimum expected from publisher this year? Thank you!
  23. -edited and removed- wrong read, sorry please remove.