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  1. deis

    Nintendo Switch

    There is still a chance that they will support HTML5 as a delivery method for games. It doesn't require a browser, merely a window capable of rendering HTML5. We will see once indie devs can get their hands on dev kits.
  2. Very cool, I am looking forward to digging into this when I have more free time. I have integrated systems like rot.js to some degree before and wanted to take things a step further like you have done, but never did. Thanks!
  3. I voted 'No' for a few reasons. 1. This forum really focuses on the challenges related to HTML5 game development and working within that ecosystem. While Unity is a very self-contained system that doesn't demand any interaction with HTML5 technologies from the developer. 2. This is more of a personal/selfish issue but it may be worth stating. There is a certain vitriolic nature and stigma that I am noticing coming from the Unity community lately that I personally would prefer to avoid. Some unsavory individuals seem to think just because they stole some assets and pressed the Build button in Unity, they qualify to judge other developers and their efforts. 3. They have their own forums and community with a great deal of information already available. I do love Unity and appreciate greatly what it has done for Game Development.
  4. @CodeToWin I didn't find it disheartening what-so-ever. In fact, I found it had quite the opposite effect on me, I am inspired. Btw, True Valhalla targets much more than mobile. (Warning: Opinions Ahead) Mobile is not a market for the truly passionate game developers out there, while a few do succeed (and I am in no way saying they are not true Game Developers), it is incredibly rare and strife ridden. I have seen AAA quality well made fun mobile games get brushed under the rug on Mobile simply because the marketing failed. Making it in the Mobile App Stores is a nightmare. For every developer that breaks even or makes a profit, there are 1,000 more that had as good of a product and it failed to produce any money. We will occasionally read about success stories of aspiring game developers quitting their jobs and starting a company to make games. But, these are 1 in a million happenstances, and happen even less when you only target mobile. If you want to make games, and I mean make games, not just make money. Then start on the desktop and grow from there. The PC/Mac gaming communities are much more inviting and willing to help you succeed, and even the XBox/PS4/Wii indie communities are friendly. Many on this forum would love to see what you have made and cheer you on. There is a huge wealth of information on here for how to get yourself pointed in the right direction. (Warning: Even crazier opinions and kinda ranty) Publishers are all inherently evil. Whether they mean to be or not, the market demands the attitude to push push push the developers. This is incredibly unhealthy for the aspiring Game Developer and should be avoided until your feet are well planted, you're established, and have the ability to say "NO". If you cannot say that simple word with weight, you will be steamrolled by your publisher and drift ever deeper into a dark area of game development. Casual mobile gamers are a different beast. You cannot please these people like you can a desktop gamer. Do not think of them as singular people, but a single conglomeration of players that all think and act the same. They do not know what they want and wish to only be told what they should have. And only those with the loud enough voice ($$$) do they listen to. But, this is also not by choice, it is the nature of the beast that is casual mobile. They do not care about your game's story line or how much effort went into making that one mechanic, they only want the instant gratification of success. (For a good example, please watch the South Park episode about micro-transactions.) Also note, there are incredibly rare exceptions and we should not be oblivious to them either. But, trying to satisfy the creature that is the casual mobile gamers is a very difficult task. You set yourself up for failure if you only target Mobile.
  5. deis

    1.0.7 progress update

    Very excited for this one. You almost make it to easy to make games.
  6. Awesome, I just wanted to make sure it wasn't against your T&C or anything. I have done a few projects lately that could of used some simple high-score tracking systems in place to really boost replay-ability, but we lacked enough time on the project to devote to it. I will experiment with skinning it a bit to see if we can utilize it in the future updates.
  7. I have lightly used before some simple tests, but I am curious if you support skinning the interfaces at all or plan to?
  8. This sounds amazing! (Pun intended) I am really looking forward to 1.0 release as I have a big project in the pipeline that will utilize it.
  9. deis


    Google has nothing to do with the hardware. That is up to Samsung, Acer, and the others. I have one of the first Samsung Chromebook models and it is a fantastic little device. Great for couch surfing, HTML5/Flash gaming, Netflix/Hulu watching, editing documents on Drive, or even coding with some of the new web based IDEs. If you can find a used one for under $200, they are a superb device. Highly mobile and the battery, at least on my model, lasts forever. I have used it and then let it sit unplugged for a week hibernating and had nearly no drain. They are actually quite speedy little devices too as long as you stick with ChromeOS. I installed Ubuntu on it once a few months ago and while it was a fun thing to do, I found the battery drain to be much worse, the keyboard mapping was never right, and the touchpad would act a little funny. So I went back to ChromeOS and everything was perfect again. The Pixel is an amazing device, but unfortunately ahead of its time. We aren't quite ready to get rid of our desktops in favor of a pure web experience just yet. But, that time could be coming for some users, even developers.
  10. deis


    Greetings, I am Matt Greene and I am 28 yrs old as I write this. I have been neck deep in the web for over 12 years. I live it, I love it, I make it my own. Gaming and game development is a passion of mine that I spend a great deal of time with. Lately I have been very much into TypeScript, because it supplies me with a much more structured environment that I crave when coding. I have worked with quite a few clients out there, from Proctor & Gamble, Coke, and many more that I cannot name. I love this community and everything about it!
  11. deis

    Phaser 0.9 Update

    No solid plans, but I did roll around the idea of a HTML5 Tilemap editor with Phaser. I think it would be a nice addition and definitly awesome if we can build HTML5 based tools around it. Ideas: Tilemap Editor Particle Emitter Designer Timeline Tweening Editor etc.
  12. deis

    Phaser 0.9 Update

    I am continually amazed at how this framework is shaping up. I really love the new 0.9 changes. At this pace ImpactJS will have a serious contender.
  13. It is a native feature in WebStorm v6+. It is still maturing but knowing JetBrains, it will eventually put the Visual Studio plugin to shame. I have setup some Watchers in WebStorm that auto-compiles my TypeScript files and then sends them through UglifyJS and copies to my build folders. It is quite a good feeling to have it all so automated.
  14. WebStorm has some issues with TypeScript still. Supposedly they have them fixed in their internal builds right now, but they haven't released the updates to the public yet. Hopefully soon because I am falling in love with WebStorm.
  15. The discount sold me. I have been using Webstorm as a trial the past month and it just expired a couple days ago. It is a fantastic IDE for web dev! I really love all of JetBrains products.