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Doyban

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Doyban last won the day on February 8 2021

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  1. Hey! Anyone here has tried to develop Instant Games to different platforms than Facebook's Instant Games? Particularly, I do have in mind: Snap Games (https://support.snapchat.com/en-GB/article/games) Paytm Mini Apps (https://developer.paytm.com/docs/miniapps/overview/) Telegram Gaming Platform (https://core.telegram.org/bots/games) WeChat Open Platform (https://open.weixin.qq.com/?lang=en)
  2. @rendell we're getting feedback from various forums, groups, our network, or the Y Combinator Startup School to name a few. Really, we don't need this (your) advertisement. Thanks.
  3. Hey, thanks for your response. Yes, looks like we should be more specific. You're right. These numbers might look quite low for you, that's okay. Once again, you're right. There were many Kickstarter campaign completely without anything during the launch, and we've some technical integrations in place as well as numbers how easier in comparison to Android/iOS is to monetise Instant Games. Of course, it's still difficult. Gaming in general is a difficult market. We've started this as a hobby project, and with the Messenger Instant Games we've noticed HTML5 games can exists. If you'd look what's happening in the gaming industry, it's difficult to find *really* successful commercially HTML5 games. These are much less successful than from Unity/Unreal Engine/C# environment. With the Instant Games we've noticed it can be the only chance for the HTML5 standard. Knock Knock gave us confidence, that it *might* be something noteworthy. Of course, $4M-$6M is quite small round, and it was already 1.5 years ago. If they're about 10, then for CA it's basically enough for 2-2.5 years. Have seen only one of their games, with 12k DAU, and it's definitely not profitable for them. We're definitely gonna to try, everything can happen on Kickstarter. Especially, if you're introducing something new. It'd be great to advertise the HTML5 community a little bit, because as stated - it's kind of behind the competitive technologies. That's why the post here
  4. Hey folks! We can see Instant Games in Facebook Gaming, Paytm, Snapchat and WeChat, and we've decided to check out if it'll be interesting to see how so-called Early Adopters from the crowdfunding world will react. So far, there was only one serious funding about this, of course in California. This means, quite some smart people did believe in it. Knock Knock has raised $4M, but we can't compare ourselves working after hours to the ecosystem Silicon Valley has. At least, for now All the signs on the sky show that 5G will accelerate the development of Instant Games, aka. Games without Installation - that's how we named it. In the future, it might be the long-awaited competitive gaming channel for Apple & Google App Stores. With the campaign, we can ourselves familiar with the ecosystem, and when the technology will be mature we'll play more and more advanced games in such a way. For our upcoming Kickstarter campaign (late draft: https://www.kickstarter.com/projects/danieldanielecki/286175433?ref=d8ka5q&token=4c209538) we're looking for partnership within this HTML5 community, incl. on non-obligatory basis. It can be anything, don't hesitate to shout out with your offer, even if that's something really small. We're using for our games Phaser as well as we'd love to advertise the HTML5 Game Devs Forum, where our remote team met (cc: @rich). In case you're working on some kind of games/platform, let us know. Your business might be featured on our campaign as one of our Partners. We've been accepted to the AWS Activate program, and we can help you too with the possibility to gain up to $100k in AWS credits (we got $12k). Don't hesitate reach out to us via: Contact form on our website Our Founder's Facebook, LinkedIn or Twitter contact[at]doyban.com DM here, or Twitter
  5. Hey folks! We can see Instant Games in Facebook Gaming, Paytm, Snapchat and WeChat, and we've decided to check out if it'll be interesting to see how so-called Early Adopters from the crowdfunding world will react. So far, there was only one serious funding about this, of course in California. This means, quite some smart people did believe in it. Knock Knock has raised $4M, but we can't compare ourselves working after hours to the ecosystem Silicon Valley has. At least, for now All the signs on the sky show that 5G will accelerate the development of Instant Games, aka. Games without Installation - that's how we named it. In the future, it might be the long-awaited competitive gaming channel for Apple & Google App Stores. With the campaign, we can ourselves familiar with the ecosystem, and when the technology will be mature we'll play more and more advanced games in such a way. For our upcoming Kickstarter campaign (late draft: https://www.kickstarter.com/projects/danieldanielecki/286175433?ref=d8ka5q&token=4c209538) we're looking for partnership within this HTML5 community, incl. on non-obligatory basis. It can be anything, don't hesitate to shout out with your offer, even if that's something really small. We're using for our games Phaser as well as we'd love to advertise the HTML5 Game Devs Forum, where our remote team met (cc: @rich). In case you're working on some kind of games/platform, let us know. Your business might be featured on our campaign as one of our Partners. We've been accepted to the AWS Activate program, and we can help you too with the possibility to gain up to $100k in AWS credits (we got $12k). Don't hesitate reach out to us via: Contact form on our website Our Founder's Facebook, LinkedIn or Twitter contact[at]doyban.com DM here, or Twitter
  6. @Noel tried there as well and basically Firebase might give a little delay based on the answers there (not too many though). Wanted to try different source to compare opinions, tried also Stack Overflow, but completely nothing there. In terms of solution it seems to be Colyseus will be the preferred choice.
  7. Planning to develop 1 realtime multiplayer game, which would target Facebook Instant Games with further possibility to extend this into Cordova-wrapped Android/iOS app. The FPS must be rather high, as half second of a delay in the could influence the final battle result. Therefore, for the backend wondering between Firebase, Socket.io or Colyseus and looking for an opinion of someone experienced with that topic what would perform best for this scenario.
  8. With exactly the same codebase I have perfectly working Facebook events on Android. However, on iOS it doesn't works. I'm using https://github.com/jeduan/cordova-plugin-facebook4 for this and tried to set some alerts to see the error code or something (note `alert` in the code, for debugging purposes), but there is no action. In essence, I can't see any error, it just doesn't works. The following code: this.options = { method: 'apprequests', message: 'Play YellowSidd with me!' }; this.onSuccess = function(result) { alert("Success with invite, result: " + result); }; this.onError = function(msg) { alert("Failed with invite, msg: " + msg); }; facebookConnectPlugin.showDialog(this.options, this.onSuccess, this.onError); In the Xcode in Build Phases -> Compile Sources I do have FacebookConnectPlugin.m. In Build Phases -> Link Binary with Libraries I do have also the following: libsqlite3.dylib (added by me), Security.framework (added by me), Accounts.framework (added by me), Social.framework (added by me). Also, the FBSDKCoreKit.framework, FBSDKLoginKit.framework and FBSDKShareKit.framework. These last 3 were already in that project.
  9. After successful delivery In-App Purchases (IAPs) on Android using Apache Cordova and https://github.com/j3k0/cordova-plugin-purchase I can't get it working properly on iOS. The problem is that once the item is clicked the price shows its details etc., but if use clicks "Cancel" then the user can't purchase anything anymore. Unless restarting the game, as far as I'm aware I should handle rejection/cancellation events. Tried these, but so far no success. This is how I was trying to handle these events (rejection/cancellation), including playing with store.refresh() in different locations of the code and without it as well: // Handle rejection and cancel events. store.when("com.XX.YY.gems5").rejected(function(order) { store.refresh(); that.game.state.start("GemsState"); store.refresh(); }); store.when("com.XX.YY.gems5").cancelled(function(order) { store.refresh(); that.game.state.start("GemsState"); store.refresh(); }); Code, which correctly works on Android (the handling wasn't required there in order to work properly): 'use strict'; var that = this; // Prepare product. store.register({ id: "com.XX.YY.gems5", alias: "Gems 5", type: store.CONSUMABLE }); // Purchase product. store.order("com.XX.YY.gems5"); store.refresh(); store.when("com.XX.YY.gems5").approved(function (order) { order.finish(); store.refresh(); // Add extra gems. localStorage.gems = parseInt(localStorage.gems) + 5; // Add 5 gems. that.upgrade_sound.play(); // Play upgrade sound. that.game.state.start("GemsState"); that.menu_items[1].select(); // Select second item. }); I'm using Phaser 2 & ES5.
  10. Is it possible to make Firebase working on apps compiled by Cocoon? Followed https://firebase.google.com/docs/auth/web/cordova tutorial, tested on the device with error that cordova-plugin-inappbrowser is not installed. Tried to many plugins, all of those which are available throughout “Plugins” in Cocoon’s developer account. Really it seems to be there is actually NO plugin, which can handle Firebase for Cordova, really?! Some of them had issues during complication, some of them after - including cordova-plugin-inappbrowser. Errors after compilation with error “cordova-plugin-inappbrowser is not installed”: @d2d/cordova-plugin-inappbrowser @types/cordova-plugin-inappbrowser cordova-plugin-inappbrowser-progressed cordova-plugin-inappbrowser-custom cordova-plugin-auth-dialog cordova-inappbrowser appgn.plugin.custominappbrowser appgn.plugin.customappbrowserbeta2 archriss-cordova-inappbrowser-ios archriss-cordova-inappbrowser-android Errors during compilation: com.brainfall.cordova-plugin-inappbrowser custom-inapp-browser-plugin cordova-plugin-sscinappbrowser cordova-plugin-inappbrowser-wkwebview cordova-plugin-inappbrowser-popup-bridge cordova-plugin-inappbrowser-orcas cordova-plugin-inappbrowser-notification cordova-plugin-inappbrowser-location-editable cordova-plugin-inappbrowser-engage-irishferries cordova-plugin-inappbrowser-engage-if cordova-plugin-inappbrowser-engage cordova-plugin-inappbrowser-bypassssl cordova-plugin-inappbrowser-adv cordova-plugin-ete-inappbrowser cordova-fork-inappbrowser-allow-all cordova-customplugin-inappbrowser com.taxiapps.cordova-plugin-inappbrowser com.shoety.cordova.plugin.inappbrowserxwalk com.dt-workshop.inappcrossbrowser
  11. Found temporary solution, the problem is actually I won't destroy the player in most cases, as once the player dies the most often times the gameplay (not whole game) is restarting, only after reaching some point in the game there is classical "Game Over" with possible back to menu, it took me too many hours already, I think will stay with that solution, at least it works. For others, if you'd have similar issues, maybe just in my case architecture is hard-coded already, and would need to change too much, including idea. // WORKING this.stick.visible = 0; this.buttonFireball.visible = 0; // OLD, THROWING AN ERROR // this.stick.destroy(); // this.buttonFireball.destroy();
  12. I tried to destroy it in many places, I see a hope that you know what can be wrong, I'm gonna to send you a bit longer code. Player.js YellowSidd.Player = function (game_state, name, position, properties) { ... this.pad = this.game.plugins.add(Phaser.VirtualJoystick); // Initialize VirtualJoystick Plugin. this.stick = this.pad.addStick(60, 340, 45, 'generic'); // Add stick for Virtual Joystick. }; YellowSidd.Player.prototype.update = function () { "use strict"; // Check player collision. this.game_state.game.physics.arcade.collide(this, this.game_state.layers.collision); // Layers collisions. this.game_state.game.physics.arcade.collide(this, this.game_state.groups.enemies, this.hit_enemy, null, this); // Enemies collisions. // The player automatically dies if in contact with invincible enemies or enemy fireballs. this.game_state.game.physics.arcade.overlap(this, this.game_state.groups.invincible_enemies, this.die, null, this); this.game_state.game.physics.arcade.overlap(this, this.game_state.groups.enemy_fireballs, this.die, null, this); if (this.stick.isDown) { // console.log(this.stick.forceX); if (this.stick.forceX >= 0) { // TODO: HERE IS THE ERROR // Move right. this.body.velocity.x = this.walking_speed; this.direction = "RIGHT"; this.scale.setTo(1, 1); } else if (this.stick.forceX < 0) { // TODO: HERE IS THE ERROR // Move left. this.body.velocity.x = -this.walking_speed; this.direction = "LEFT"; this.scale.setTo(-1, 1); } this.animations.play('walking'); // Play walking animation. // Play sound only if player button sound is as "on" mode. if (PLAY_SOUND) { this.walking_sound.play(); // Play walking sound. } if (this.body.blocked.down) { this.body.velocity.y = this.stick.forceY * this.jumping_speed; // TODO: HERE IS THE ERROR AS WELL // Play sound only if player left button sound as on mode. if (PLAY_SOUND && this.stick.angleFull > 210 && this.stick.angleFull < 330) { this.jump_sound.play(); // Play jump sound. } } } else { // Stop. this.body.velocity.x = 0; this.animations.stop(); this.frame = 3; } // Dies if touches the end of the screen. if (this.bottom >= this.game_state.game.world.height) { this.die(); } } YellowSidd.Player.prototype.die = function () { "use strict"; this.lives -= 1; this.shooting = false; // Destroy VirtualJoystick elements. this.stick.destroy(); this.buttonFireball.destroy(); // Play sound only if player left button sound as on mode. if (PLAY_SOUND) { this.lost_heart_sound.play(); // Play lost heart sound. } if (this.lives > 0) { this.game_state.restart_level(); // Player lost 1 life, but still have more then 0, so restart level eventually checkpoint. } else { this.game_state.game_over(); // Player lost all lives then game over. } }; TiledState.js (for restart_level and game_over methods) YellowSidd.TiledState.prototype.restart_level = function () { "use strict"; // Restart the game only if the checkpoint was not reached. if (this.prefabs.checkpoint.checkpoint_reached) { // Respawn the player in the last reached checkpoint. this.prefabs.player.x = this.prefabs.checkpoint.x; this.prefabs.player.y = this.prefabs.checkpoint.y; } else { localStorage.removeItem('heart_plus_one_once'); // Remove heart_plus_one_once from localStorage. localStorage.removeItem('jump_plus_one_once'); // Remove jump_plus_one_once from localStorage. localStorage.removeItem('speed_plus_one_once'); // Remove speed_plus_one_once from localStorage. this.game.state.restart(true, false, this.level_data); // Restart TiledState state. } }; YellowSidd.TiledState.prototype.game_over = function () { "use strict"; localStorage.removeItem('heart_plus_one_once'); // Remove heart_plus_one_once from localStorage. localStorage.removeItem('jump_plus_one_once'); // Remove jump_plus_one_once from localStorage. localStorage.removeItem('speed_plus_one_once'); // Remove speed_plus_one_once from localStorage. this.game.state.start('BootState', true, false, 'assets/levels/game_over.json', 'GameOverState'); // Start MenuState. // Play sound only if player left button sound as on mode. if (PLAY_SOUND) { this.game_over_sound.play(); // Play game over sound. } }; I'd say that this game went through many tests, has been deployed to itch.io and Facebook, so more or less it should be fine, just the stick causes problem, which I can't figure out...
  13. I did, the following snippet is in my die method. // Destroy VirtualJoystick elements. this.stick.destroy(); this.buttonFireball.destroy(); When destroy is commented this error doesn't occurs, however obviously the stick is multiplied every new initialisation of new game.
  14. Trying to implement Phaser Virtual Joystick (https://phaser.io/shop/plugins/virtualjoystick), however once player will die the game crashes with the following error Uncaught TypeError: Cannot read property 'length' of null at Phaser.VirtualJoystick.Stick.get (phaser-virtual-joystick.js:1042) at Phaser.VirtualJoystick.Stick.get (phaser-virtual-joystick.js:1063) at YellowSidd.Player.update (Player.js:90) It happens when joystick will be used at least once, while joystick is just added to the game, not used, the game works fine, on dead game is reseting. However, if I'll use at least single movement using joystick it throws an error on player dead. Player.js:90 and related code, line 90 is exactly on second if, more precisely "if (this.stick.forceX => 0)", while I'll remove it there is later on forceX, which has exactly the same behaviour. if (this.stick.isDown) { // console.log(this.stick.forceX); if (this.stick.forceX >= 0) { // Move right. this.body.velocity.x = this.walking_speed; this.direction = "RIGHT"; this.scale.setTo(1, 1); } else if (this.stick.forceX < 0) { // Move left. this.body.velocity.x = -this.walking_speed; this.direction = "LEFT"; this.scale.setTo(-1, 1); } ... Any ideas? Tried to write [email protected], but no answer unfortunately, although it was send around 20 hours ago, hope so will got it finally During that time, maybe anyone here played with the joystick? The following game is on Phaser 2.6.2, tried 2.3.1 (default in joystick doc) and it's the same.
  15. Still, thanks for trying and feedback.
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