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KyleNau

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KyleNau last won the day on September 6 2014

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About KyleNau

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  1. Sure, I'll be the voice of dissent Canvas is probably the worst target for interactive fiction. The majority of features that you are looking for a framework to provide are offered by default in the browser itself. The reason we even needed JS game frameworks is because the Canvas element requires you to recreate from scratch the functionality that the browser DOM gives you for free. I'd even argue that unless you plan to support IE 6 or old Android browsers, compatibility is a non-issue, so even something like jQuery isn't required (but can be useful). PROS Text is exp
  2. Not many browser 3D games, I'm afraid. If they existed BabylonJS and ThreeJS would be crowing about them on their homepages. In terms of a contractor skillset (say, you do freelance web / interactive dev work) it's not a bad skill to have. But there isn't any direct money in it. You could theoretically make a game and seek sponsorships but that's also, effectively, no money. Your engine decision should revolve around the platform you want to target. If you want to be on the web then you're using one of the JavaScript engines. Any other platform and you should be using Unity or Unreal
  3. We all want to be HTML5 evangelists here but I feel like in your particular case webGL isn't suitable and you are heading for a painful dead end by doing so. This is all just my opinion, so make of it what you will (TLDR - it's technically possible but likely a fool's errand): 1 ) Is possible to create big complex and demanding games like... Graphically, for the most part yes - the visual style being almost completely determined by the art, not the engine - but anecdotally webGL isn't going to perform as well as native. Even in wrapping the game in an EXE you will always have the per
  4. I've complained before that the mobile HTML5 market is largely overstated and that targeting it has become the entrenched conventional wisdom. I think it's ready to be proven wrong. The challenge is that you need a way to monetize your game despite everything in the HTML5 market being angled for mobile. However, millions of people are monetizing traffic to their websites just fine. There is no technical or market-size reason that you couldn't be successful. Look at how to monetize web traffic, not specifically game players. Then again, if you're already developing in Unity you might
  5. My main point - going back to selling a game versus sponsoring - is that there is no one true business model that all HTML5 developers need to follow and I worry that "sponsorship" is the only business model being discussed (and sold) on this board. The success model exists for direct-selling games as well, if you want to check out Lost Decade Games' or Greenheart Games story. In fact, I wish those guys were active on this board just to offer a counter the sponsorship message.
  6. All successes are outliers, in any business or creative endeavor. Developing games is a stupid way to try and make a living, let alone get rich, so the assumption I make is that most of us got into for creative reasons and, if so, I think it's smarter and just as likely to produce success by staying true to that. The difficulty curve is the same regardless.
  7. I think this is a problem of tunnel vision where most HTML5 game developers automatically think in terms of sponsorship for their games. People have been monetizing web content for decades and there are a lot more options for generating revenue. In fact, the more unique and interesting the game the greater the number of options available to you but it changes the approach to development (both what and how) significantly. Licensing is a business-to-business transaction, the audience (for both parties) is pretty much an afterthought but you can always take your game directly to the audience
  8. I'm surprised no one has mentioned it yet but the "Pomodoro technique" (http://pomodorotechnique.com/get-started/) has saved my butt so many times that I now build my entire workday around it. It adds structure to the idea of working in small focused increments. You work in 25 minute intervals (a "pomodoro"), in which you are focused solely on the task at hand. No e-mail, no grabbing a snack and no interruptions. In fact if someone comes in and starts talking to you, that pomodoro has failed and you're supposed to reset the timer and start over again. It's as much about training the peopl
  9. I always felt like we shot ourselves in the foot by focusing on mobile-first with HTML5 games. We let the opportunity that the death of Flash presented pass us by We were all so in love with the idea of our games on phones that we targeted the weakest, most fractured platforms to develop our games on (using an unfinished spec)... and then couldn't understand why monetization didn't take off! Given a do-over I think I would have focused first on delivering top quality non-casual games for the desktop browser and then extended that into a mobile presence. Now the implementation of the
  10. It's important to mention that in the current environment you will still make much more doing contract HTML5 game development than you will licensing games. True Valhalla can correct me on this but I think in his income reports he lumps both contract work and licensing into the same heading of "HTML5 Games" revenue but a good chunk, particularly in the big ~$10,000 months, comes from doing contract development. I was never able to license a game for more than $500 and even that only after months of back and forth e-mails in broken English. Contrast that with $3,000 to $6,000 per game
  11. A bit of a loaded question considering this board is owned by the guy who created Phaser Even still, between Phaser and LimeJS go with Phaser. Just checking LimeJS's github and it hasn't been updated in a year. Their site hasn't been updated since 2013.
  12. Clickteam Fusion and a number of games and source files are now available in a Humble Bundle. This just after GameMaker was in the bundle. I guess Fusion is still a thing? There are so many "game makers" out there it's hard to keep track but this also has an HTML5 export if anyone is interested. https://www.humblebundle.com/clickteam-fusion-bundle
  13. +1 for GitHub pages.
  14. Hey, I got a notice from DropBox that they will be disabling HTML rendering for public links as of October: Just a heads-up for anyone hosting their games portfolio on DropBox. You will likely have to find another hosting solution. Kyle
  15. If you're looking at web browser based games then you are developing in HTML5. However, Flash (now Animate) claims to let you author HTML5 games through some voodoo with CreateJS. They say it maps 1:1 your AS3 source code with HTML5 Canvas. I can't substantiate that, though. If you are looking for native app or desktop development then just go to Unity. By a wide margin it's the leading game development platform for indies.
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