Luis Felipe

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Everything posted by Luis Felipe

  1. I think the core of the strategy isn't shifting from desktop to mobile, that's not something new, we all know the "appillionaire" stories. What I think is important from this is precisely what @Sanatan said, they really want top notch games. It's likely that they already have AAA studios on board developing content to be published through them which would make this strategy even more viable I'm sure they wont be closing the doors on indie developers, I've exchanged a few messages with them and they are extremely nice and encouraging. However, licensing AAA content costs more, which would reduce demand for non AAA games. This obviously impacts indie developers directly but would also generate a global shift towards creating higher quality and richer content (in order to get a better chance to get sponsored). IMHO this isn't necessarily something bad, it seems almost natural that this is happening, just as it happens in other markets that start to grow and become more mature over time. There will be a heck of a lot more competition coming in. Unity is releasing WEBGL deployment in their next release (although who knows how how performant it'll be?). But just think titles like "Hitman GO" could start competing in this market because with very little production effort/budget, the game is deployable to HTML5 (including of course all the app stores and other marketplaces). This means that AAA companies can test the HTML5 market instantly with little-to-no risk. From what I've read/researched, there was massive hype for HTML5 content, then it plateaued, and now everyone's jumping in. Maybe this could explain Spil Game's new strategy? They have "seen" the future and are preparing/adapting their infrastructure for these future changes. It's what any company would/should do. We'll have to step up our game accordingly, and it's definitely not impossible. I very recently got into game deving as a hobby, so I apologise in advance for anything I've said that might be wrong/incorrect. I guess these are my two cents.
  2. Update: 3.6.14 Added a new TED Talk, a section denoted "people" and "games in business". Don't hesitate in adding more to the list, the more, the merrier
  3. Enjoyed playing it a lot! It's hard to get a homerun but motivating didin't like the music too much though (Works smooth on the nexus 7)
  4. There's always cfxr for sound nice game, very smooth and fun!
  5. Thanks for passing on info on these newer developments! @presidenten, true but CocoonJS claim to have up to 10x canvas acceleration ( ) so it could compensate for the WEBGL vs CANVAS performance loss, at least I think so.
  6. Awesome guys, thanks for the input Added it to the "Videos" section! Also added a new section: "groups".
  7. This is simply AWESOME! I have just one quick suggestion: Maybe in the "best practices to organise code" section, it would be interesting to talk about key performance issues/tips/best practices? This thread ( ) is interesting because many beginners (like me) might not know exactly how to tackle these issues? It could also be interesting to know, for example, if using timers (extensively) decreases performance or not. I mean little things/tips like that could be really interesting even for general game programming practices. I'm pumped for this, can't wait!
  8. Hey, nice start. What I think is that the player begins the game without really knowing what to do. This could be a potential "barrier" since they'll get frustrated and leave without having gotten the chance to kill actual zombies I had some trouble understanding the colour disc things? Maybe this scene could be once you're safe in the weapons room and you're trying to open some sort of futuristic lock. It should give players a nice rest and reward for their time before they go all rambo. Right now the "zombie alert" seems too well timed. Perhaps the game starts off with the alert and we're shown the player only has a "melee" weapons and knows he has to go to the weapons room to have a chance to survive. There the player's objective should become clear. I'm only giving some ideas here as feedback, but in essence your storyline holds well. And I also like the POV perspective, it immediately pops the game, well done! Can't wait to see how this evolves!
  9. Hey all, had a few minutes today to try something. I'm trying to implement the dat.GUI system control into a Phaser project so that I can quickly and intuitively turn on/off change, variables, etc. Here is what I have so far: So far I've only managed to make the GUI appear, after several attempts. (*noobness* ). I was also only able to make it show up if the entire game was in <script> tags in the html file and not using other methods. Any tips or ideas on how I could make this work would be greatly appreciated, or calling me a madman for trying this is also acceptable I mean I don't even know if this is possible. var game = new Phaser.Game(800, 600, Phaser.AUTO, '', {preload: preload, create: create, update: update });// dat.GUI SETUPvar gui = new dat.GUI();var paddle;var paddleSpeed;paddleSpeed = 11;// dat.GUI OPTIONS SETUPfunction guiOptions(){ this.speed = paddleSpeed;}var text = new guiOptions();gui.add(text, 'speed', -50, 50);function preload() { this.load.image('paddle', 'assets/jb_paddle.png');}function create() {; paddle =,300, 'paddle'); [ paddle ], Phaser.Physics.ARCADE);}function update() { paddle.body.velocity.x = paddleSpeed;}I tried placing the GUI code in the update function but it obviously went berserk and endlessly duplicated itself (graphically). Here's someone's Code Pen example using the GUI:
  10. Found this (outdated) article to be slightly interesting. It really does seem this the zombie trend will never end so it's certainly a theme still worth exploring. I'd love to make one as well, just gotta get through exams first Good luck with yours!
  11. LAST EDIT: June 3rd, 2014 I wanted to open this topic up for anyone who is interested in discussing games as an educational medium. As well as collecting ressources such as dissertations, books, videos, lectures and so on that might inspire and help anyone interested in this industry. There is truly a lot of potential and opportunity in this industry. ------------ TED Talks ------------ 1. Classroom Game Design: Paul Andersen 2. Your Brain On Video Games: Daphne Bavelier 3. Gaming To Re-Engage Boys In Learning: Ali Carr-Chellman 4. Gaming Can Change The World: Jane McGonigal 5. How Games Make Kids Smarter: Gabe Zichermann 6. 7 Ways Games Reward The Brain: Tom Chatfield 7. The Gamification of Education: Gavin Pouliot --------- VIDEOS --------- 1. Games and Education: James P. Gee 2. 13 Game Principles: James P. Gee ***I highly recommend this video*** 3. Top 5 Educational Games: Smosh Games 4. ExtraCredits Channel (thx HopFrog and turnA) ------------------- DISSERTATIONS & BOOKS ------------------- 1. Moving Learning Games Forward: MIT's Education Arcade 2. The Next Generation of Educational Engagement: Diana G. Oblinger 3. Game-Based Learning: JISC 4. Games, Learning and Society: Kurt D. Squire 5. Good Video Games and Good Learning: James P. Gee (among others) ------------ ARTICLES ------------ 1. Valve: Fixing Education: Rock, Paper, Shotgun ------------ COURSES ------------ 1. Video Games and Learning: Coursera (video lectures upon free signup) 2: Games In Education: Gamefication: Open Learning ----------- GROUPS ----------- 1. Games Learning Society 2. Learning Games Network ---------- PEOPLE ---------- 1. Mark Prensky (Game devoloper and speaker on learning and education) ------------------------- GAMES IN BUSINESS ------------------------- 1. LEGO Serious Play And why not throw in a cheesy quote: "You can learn more from a person in an hour of play than you can from a lifetime of conversation" - Plato
  12. I like it a lot so far, looking forward to future updates
  13. Nice work on this one! Like the level design for the level where it says "Seriously, good luck". Very challenging Only thing that doesn't make sense is that when he's in the air he's 'air-walking'. Other than that, really enjoyed this game!
  14. Very cool, love the fireworks example and obj importer
  15. I also agree on the cool idea for matching colors. Minimal style is good, but IMHO, the colours you have now aren't very harmonious. I recommend looking at Aboke Kuler: it used to be better before, but you can quickly check interesting colour combinations, varieties etc. I also recommend checking out the explore section. Maybe as time passes colors change? or the user can define their color palette with a slider etc? In any case, looking forward to the final game
  16. 45,853 wow it was true madness near the end haha! But I played on desktop, should get a better score on mobile. Love this game
  17. Fantastic work! Really like how the tutorial was introduced directly into the game, not as separate sections. Works fantastic and very fun to play! Loved the special effects as well!
  18. He told me this is the feed he uses: And I found this is on the "Publishers" info-page on Clay: So in essence JeuxRouille isn't doing something wrong here in terms of hosting the games. But running ads on the site isn't ok right? At least I was never contacted by them or
  19. No reply from but I contacted the owner of JeuxRouille directly. I asked him if he had permission to host my game from or not. I told him I was open to discussing a non-exclusive license but that In the meantime the game could not be on his portal without my permission. He answered (we spoke in french): A couple of minutes later he wrote: Which translates to: So now I'm kind of confused Am I wrong in thinking/assuming that they need to ask for my permission since they also have ads running along side the games yet no "rev share" for us developers? Is this even legal?
  20. You're welcome. I see. Well I spotted this by looking at the "view stats" ont he developer's section. A section of the analytics showed views from JeuxRouille so it must mean they're grabbing it from them. I'll post again once I have more information on the subject Thanks for your input!
  21. @ScSupaplex I have a quick question: This may be personal but, is it possible you sold a license to Jeux Rouille ( ? Your game is there under "Sweet Fall" and not "Candy Fall". ( I'm asking because I just spotted my game Meteor Madness on there and I've never signed a contract for my game. (It's only hosted/published on I'm hoping to clarify if they may have taken them without permission or if in my case, I've contacted to know if it's something allows. Although they should ask me for permission before doing so right? I'm new to the publisher-developer relations biz so any ideas on what to do would be greatly appreciated! In any case, great game btw
  22. Great work so far! The game is indeed very smooth and fun. I also agree with the controls, I find it hard to think "invertedly" Otherwise, looking forward for the final outcome!
  23. This is so awesome! I'm voting for sprite animation editor, tween editor (would this allow you to create tweens for bg elements? For example, I'm thinking like streetlights and having the beam of lights sway from side to side using tweens), and zooming in. Fantastic work, I absolutely love that it's web based EDIT: One quick question, does the intersection of the two red axis lines represent (0,0)? I asking because in your tutorial you placed the level right in the middle, so virtually, it should be off screen right? Unless the camera is set to follow the character/fixed position? I'm asking because, say you wanted to add something later on in Phaser, but not going back to MightyEditor, you would have to place an object, for example at: game.add.sprite(-300, -230, 'newObject'), but it would obviously be much more difficult so see if you placed it just right. I don't know if I'm being clear, I can elaborate if need be