• Content Count

  • Joined

  • Last visited

About RazorSharpFang

  • Rank

Contact Methods

  • Twitter
  1. This does look very interesting. Given that it's a display-modifier tool, My guess is that it would appear very odd to someone looking at it from the side, given a player in the middle. Does it use a webcam for tracking your head position, or do you put something on your head, so it knows where you are? The 3D effects are very nice looking. That said, I can see it eating up a lot of CPU time. (But what game doesn't?) Myself, I'm a 2D-focused dev, so I can't say much about it, other than it looks impressive. Possibly gimicky, but impressive none the less.
  2. I'd absolutely LOVE to get into educational gaming (making games for education) but am not sure about how to go about this. Totally filled out the survey. 100%. I win. I'd love nothing more than to earn a living by making games for education. Haven't a clue how though. First challenge is to find out how to make games that are educational, but still teach the curriculum. And then you have all the different subjects and their stuff. This is hard. I can see maths/sciences/physics/chemistry/biology being hard to teach through games, especially secondary education level. I can't see any way to make calculus engaging through play. Maybe not all subject matter is best taught with games? I don't know. : /
  3. Of course there is. There's SO MANY OPTIONS OUT THERE, I don't know where to begin. Lots of content is, like you mentioned, iframeable with their permission, which is the easiest. http://Clay.io has plenty of these. Other content, may be shareware, so you can upload their game to your portal, and the in-game ads support the original creator. Additionally, content is able to licensed from developers (like TV). Normally done on a per-game basis, and up-front, though there are many options as to how that's done too. Lastly, you could even commission a developer to make a game for you. When you do this (assuming you've set your contract right) you then own all the rights to the game, and could even license it to other portals looking for games. Or, just release it with your branding and ads on it. Are there any alternatives? Of course there are. I'm sure there are things I've left out as well. And what of the things yet to come? Perhaps new models of portals will come. Maybe the definition of portals will change? Who's to say? Doughnuts.
  4. Hello, I was wondering how gamepad support is in mobile html5 clients. So far, getting gamepads to work in desktop html5 environments has been a nightmare, especially with third party controllers (logitech...) and was wondering how the scene was in the mobile side of html5. Of course, IE has no support whatsoever. (typical...) *eyeroll* I only have an android 2.3 device to test with, so anything I find out about my own device may as well be obsolete already, as android 4.x+ is already out. Additionally, I have no iDevices to test with either, so any information you guys could provide would be much welcome. A common complaint about mobile games, (and mobile html5 games, I hear) is their oversimplistic design and interface, and a severe lack of depth available to the player. I've tried running games with simultaneous inputs (think running/shooting) but my device's multitouch is a joke, detecting one and not the other. I'd love to deliver some of the more classic genres of games to the mobile html5 platform, but will need gamepad/controller support to be able to do this. Is it possible at this time? If so, is it feasible? My device cannot run FF mobile nor Chrome mobile, so I haven't had to opportunity to test multi-touch in those browsers.
  5. You can use user-agent spoofing to access the site, but I also agree that html5 content should be served up regardless of system, since all systems can use it. (in theory...)
  6. Guess I'll have to make something finished, as opposed to just working on prototypes. Are you looking for any genres or niches in particular? Family friendly content, or geared content? Do you want high(er) action games, or lower, more calm ones?
  7. RazorSharpFang

    Audio Test

    So, I made a small app to test audio playback on devices. http://www.razorsharpfang.com/html5 - You can play it here. So far, it's working well on Chrome and Firefox mobile, with success also on Dolphin, and Safari, for iphone 5 and ipad, but this is a small selection. (Also, NONE of those devices were mine, IRC is awesome) That said, safari and dolphin haven't quite been happy with the app itself, other than audio. Apparently, safari occasionally turns the background blue. (Wat?) and http://i.imgur.com/m5IyEIA.png While dolphin interprets tapping twice to mean zooming in, which I have no idea how to prevent, or if I should. My only mobile device doesn't meet the specifications needed to run either chrome, firefox, or dolphin, and it's not an idevice, so it can't run safari. : / If you could provide any insight, feedback or confirmation of these issues, or anything about the sound, that would be much appreciated. : D
  8. I was referring to different versions of android. I have a loathing for iOS. Ah, but then I won't be able to license it to html5 gaming portals, OR participate in revenue sharing schemes. *sigh* Also, kind of a moot point, since I'll be using gamemaker studio, and be able to make native builds anyhow. : /
  9. Mobile, definitely mobile. And also html5, as opposed to native development, in case it wasn't obvious before. Urgh, based on the amount of red there, it may not be ready yet... : / Why aren't these browsers implementing these yet? >.< And IE is still used by 25% of users?! URGH!! D: IE is a shoddy mess in comparison to the other browsers. Yes, it's getting better. Yes, it's starting to ditch the inconsistencies, but it's still behind. The other browsers have lapped it a few times. This is rather sad... Maybe I'll make a native app instead. I mean, none of the native APIs are this inconsistent between devices right? Right?
  10. I was thinking of making a casual game, tapping notes at the appropriate time, and then playing sound. They they play a song. But I've heard that just getting sound to play can be a nightmare. Is html5 ready for this type of game, or is it better to wait until the technology improves? : / I could make a prototype for you guys to test if you want, but it may take a while.
  11. In that case, what kind of internal and external resolution would be best? (Internal, is the view size, external is the canvas dimensions, gm yay) Also, how easily should the mechanics be able to be picked it? Super-quick? And is sound necessary? Last time I made a html5 game, I had sound issues on IE9 and older, which I couldn't quite resolve. : / And they wouldn't work in my android browser either. >.< (Android 2.1) Is there anything I can do in-engine (Using gamemaker studio) that I can do to resolve issues like this, or will I have to resort to extensions?
  12. So, I was doing a bit of readup on making money on html5, and it seems that currently, selling licenses to your html5 games is your best bet at the moment. *nudges True Valhalla* To this end, I then began to wonder what kind of games publishers are looking for, in terms of mechanics, aesthetics, dynamics, themes, etc... as I haven't a clue. : D Also, will all controls have to be touch? Still trying to get used to non-keyboard controls. : /
  13. Wow, I don't get very far in this at all... *pop* Initially, I thought the buildings were just in the scenery, because of the huge scale variation, but nope! That really threw me. Dodging enemies is good and all, but what about power ups? adding a little "bonus balloon" or something would liven up the gameplay. -- edit: Apparently there IS a bonus balloon. I just never got far enough to see it -- that said, getting the bonus balloon actually makes you MORE difficult to control, you just cannot descend as fast. Yes, getting an actual balloon in reality would do that. But this isn't reality, and doesn't need to play by its rules. Me, I'd keep the lift the same, so as to not disadvantage players who lost a balloon, or gained another.
  14. The raw javascript API they ( clay.io ) give you will only work for html5, as it's javascript to be run in the browser, but I'm sure you can just fudge the calls anyhow. That said, they never really expose the inner api to you, they just say "call Clay.leaderboard.post();" but that code in loaded externally through a <script> tag that's minified and obfuscated. : / I guess you could just drop them a line and ask them, but it may be more trouble than it is worth, if all you're looking for is a leaderboard. I do know that gamejolt has a platform-agnostic api for leaderboard handling, it'll work on any machine that can do http calls. But you're going to have to implement the http side of things yourself. It works like this. Want to submit a score? run a http call to : http://gamejolt.com/api/game/v1/scores/add/ adding parameters using the http '?' character. ?game=awesome&post=cool You'll have to make an account, and add a game, but once you've done that, it'll work perfectly. You'll be given a game id, which you'll use to identify your game, and a secret game key, to make sure it's really YOU posting it. (your game, I mean). So, you could host the html5 edition there, and have all leaderboards synced on their system. It's pretty good, I recon. You can read their full documentation here : http://gamejolt.com/api/doc/game/ - scores and stuff will be on the navigation, over to the right. Happy devving!
  15. The APIs that require users to log in are the hardest to implement, sending a http request to /login.php and waiting for the response, checking the response, updating the game, ugh. That aside, the only APIs I have used is the gamejolt api, for their user logins, leader-boards, high-scores, achievements, etc... and the clay.io api, for advertisements, leaderboards, and stuff. Haven't done any games yet that require user payment. I can only imagine the horrors within... : / That said, I've never sold a html5 game before, so I can do whatever I want with it. ( yay )