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  1. Hi, I want to cover most of the iPhone 5 screen with a html5-app. Using 640x1136 (native iPhone 5 resolution) as canvas size results in the pic below. what is the correct canvas size for iPhone 5 or what can I do to scale correctly? Thanks!
  2. @Joe: Thanks for your efford. Could not replicate it yet, but will have a closer look in case the campaign succeeds.
  3. hey nice, this is the type of discussion I hoped for! So there are some people out there making a living from it, good news. @True Valhalla: Congrats for your business. Just a few questions: - Do you work in a team alike 'normal' game development, where everyone is a specialist, e.g. Coder, Artist... or do you do everything by your own? - You don't seem to use PhoneGap or another service for bringing your games to mobiles. Is there really anyone using their mobiles to browse to your games? Sorry for asking so much, just keep the discussion rolling!
  4. I would like to exchange some experiences about if it is possible to make a living from HTML5 games. Recently I found this article: http://www.photonstorm.com/html5/the-reality-of-html5-game-development-and-making-money-from-it It's written (correct me if I'm wrong) by the admin of this forum and gives a nice non-biased overview over the topic above. Also interesting is the discussion following the article. It is worth reading. The article is 2.5 years old by now and I feel nothing has really changed since. HTML5 isn't a mainstream technology. I feel no one but a few techies and lots of
  5. Have a look at Pixi.js. It's a thin layer over WebGL and helped me a lot.
  6. The basic idea is to move the cam in a direction that is expressed by a 'vector'. So you have to figure out in which direction the cam is facing, than add this vector to the camera's position each frame. Hope this helps somehow...
  7. Thanks for your interest, guys. @rich: Sorry, no animation in there, but a nice idea. Would probably need some tinkering to put in, but should be possible. @ozdy: I mentioned that because the middleware I researched beforehand didn't do any intelligent clipping. The 'optimization' was to pre-render a tile map and store it in a buffer, doing this step again when the camera moves. For someone coming from a GPU-programming background this is an awkward solution when you have so many better solutions just to clever combine static and dynamic data for the GPU.
  8. Thanks for your opinions. Good to know. I'm gonna test this. Good to know, but obfuscation wasn't the focus here. TMR is for people who can afford 20 Bucks and value saving of development time over fiddling around for hours just to save some Bucks.
  9. Don't know if this i still an issue for you, but for me Pixi.js helped a lot in understanding HTML5/Javascript development. It is a very lightweight engine, sorts of a renderer. Coming from the C++/Windows-GameDev world It helped me to find answers to questions like: - basic work flow - basic code flow of a javascript program - classes/encapsulation, javascript best practises Sample programs are short and simple, all relevant code is in the html-file. Good luck!
  10. Hello there, I wrote a lightning speed WebGL-based Tile Map Renderer and want to publish it now. Here's a link to the project: https://www.indiegogo.com/projects/tile-map-renderer-for-html5-games I'm grateful for any contribution! Thank you all!
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