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Everything posted by b10b
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Great to play a version of Tetris where the dev is clearly a lifelong fan, so knows what features helps play. I'd like to see battle mode where completing multi lines sends incomplete bottom rows to the "opponents". At Level 20 it felt like the spawn point drifted down a block - so it soon caught me unawares, ending my game. Prior to that probably too easy for an experienced player so complacency sets in? Thanks for sharing.
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@NakNick yes - preaching to the converted my friend! I am grateful to say I was making browser based advergames from the late 90s, and made a good living at it since. If we track the trends "branded game" overtook "advergame" in around 2012, much the same time appstores cemented their dominance over browsers / Flash? https://trends.google.com/trends/explore?date=all&q=advergame,branded game Agreed, there is no reason to see appstore dominance persist, web is far superior! Good fortune to you.
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- marketing
- leadeboard
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Great focus! Broad proposition, comprehensible business value, fun simple intuitive games, easy to buy, scalable. I find it nostalgic seeing "advergame" coming back as a word. It was out of fashion for ~15 years during the appstore wars but is becoming more common again. Good!
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how to apply Math.min on a array who have a null value inside?
b10b replied to espace's topic in Coding and Game Design
Prove it - test whether it is "better". Run a benchmark. That is step one of optimization. Step two is to understand how test data changes, and what may be "better" for one case is not for another. Remember the OP is an array of 3 items, and their request was to skip the nulls, nothing more - therefore a minimal solution is "better" because it has least impact on their codebase. Just because code appears to "run loops two times" at syntax level that is not necessarily the case once compiled (as sugar etc may allow a compiler to make optimizations at a deeper level). A compiler may have cached a dataset already, or have a stored procedure for a common scenario - we do not know by looking at script syntax. Also the "second loop" is a potentially reduced loop, i.e. it is not necessarily 2*n as you suggest. Or, if we ignore this and simply take the syntax at face value like you suggest, then your enhanced "solution" introduces >2x more casts and evaluations per (single) loop. Therefore why do you assume that is "better" than looping twice with 0.5x casts and evaluations? But don't get distracted by this, it is beside the point. As I mentioned, optimization is far beyond what can be imagined on first pass, we simply do not know what the optimal solution is in the wild because every case is different and only tests reveal reality. What we can do is make readable, reusable code that is optimal to write and maintain. I follow this approach because it lets Programmers code with expression (timeless), and allows Compilers to seek efficiency (progressive). -
There are no "negative comments" just reports of the facts about your negative actions. Correct them first.
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- html5 games
- buy games
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Scam. Thanks @Zygomatic - confirming they are selling (without permission) one of our games ("Rally Champ"). @enriqueto sorry you are in same situation. For anyone looking to do business with @H5Gamestudio be aware you are "buying" nothing (they have no rights to assign to you, it's the equalivalent of right-click, save-as). Success requires taking the time to find the original authors and acquire verifiable licenses - the main benefit of which is assurance downstream as you grow your channel. Thank you for buying from license holders, rather than scammers.
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Is No-code platforms are the best choice for HTML5 Game Dev???
b10b replied to tkohey_sad's topic in General Talk
Perhaps. Although, I'd suggest it depends on the game (scope) and the developer (skillset). If looking to expand scope or skillset then convenience risks becoming limitation. Only a thorough project plan will determine the appropriate tool. Order is important. Building for who, why, where, what, when and ... lastly ... how? -
Thanks @finlaymacklon the updated install and build make it very easy. Works as expected. I can see this growing to be a useful tool. As it is right now it's limited for my use because no identifier for Spritesheet / Atlas resources. For your PhD if you want specific feedback, commercial usage scenarios, or other assistance (from a fellow Canadian) feel free to email me via https://b10b.com. I am co-investigator on some research projects at our local uni involving web game based learning so that might be useful reference.
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Thanks @finlaymacklon I couldn't get it to build (npm via webpack on PC) - but also I didn't spend too much time digging in to why. Also I noted the 'npm install' was missing from instructions. Any chance you can build it and put it as a downloadable "release" on github? Adding to Chrome extensions seems easy enough, so this approach would avoid any adopter's needs for git, npm, or building. Might be a faster cycle than waiting for Chrome Store admission.
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I'm interested in Pixi Tooltips. Please walk me through the install - sorry if I'm missing the obvious.
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@GameMonetize that's great news. I didn't visit for a month (expecting the worst) but came by today to see this surprise! Thank you for reinstating all the old knowledge base and past conversations, amongst them are some gems worthy of preservation.
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@ivan.popelyshev if you need support or some funding please let me know. @jonforum ok, but here's one example from Stack's Terms (Discord has similar) "If you are under 13 years old, you may not, under any circumstances or for any reason, access or use the Services or Network in any manner". I started gamedev at age 7. Probably not a great fit if we want to converge all human knowledge to such domains?
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I sure hope this catalog of Pixi knowledge won't disappear overnight like the other forums did? Such a waste to erase so many great (and still valid) contributions while we move towards narrow arenas ruled by whatever terms and conditions big tech determine is best for us. Thank you to everyone who contributed along the way.
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@Saint_Pepsi I'm skeptical about KS, whatever the game genre. Past success is no guarantee of future success for others? If you want a stranger's advice ... there are lots of ways to fail, so here's some quick checks: Make sure the audience for your game is already active and spendy on KS. New membership creates resistance and you'll be building KS's community at the expense of your own. Is that KS audience already loyal to a specific project or community - if so, are you influential in that community? Does your game compete or compliment? Competition creates resistance. Is your game fully demonstrable prior to KS? Anything short of a Beta will create resistance - plus efforts will be spent making smoke-and-mirrors, rather than making the game. Do you need the money or is this just a route to more sales? Financial necessity is an indicator there is no calculated plan behind the campaign, and is likely throwing good time after bad. Do you look good on camera, are you prepared to put a personality to the project? It's not for everyoine, hipsters seem to do OK whereas a lack of charisma is sudden death to many campaigns. Perhaps, instead of KS: build a game, make it for people you know will want to play it. When they play it, learn from them, then build more. Traction will follow?
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what is the best way to export html5 game to android/ios ?
b10b replied to umen's topic in General Talk
Follow up question. How to build IOS HTML5 wrapped App without a Mac? Intel XDK and PhoneGap solved that with cloud builds, but both are retired *. I haven't looked at this for years, but Apple just kicked one of my apps out of the store because it "wasn't updated recently" (it doesn't need to be ahhhh!). It was done in XDK so was basically a cloud built Cordova config. * fwiw I do agree with Adobe that "the PhoneGap is closed", there's no need for Apps but sometimes there's a want! -
For WebGL 2D my simple opinion would be "PixiJS is the way". Easy to work with, performant, adaptable, somewhat lightweight, well adopted (good support and well documented), doesn't get in the way of your own opinions on how to structure a game. I can't imagine how much effort it would be to develop something comparable, then convince enough strangers to adopt it so that you can strike up a conversation about whatever issue you're having and have someone contribute for the fun of it. It's slick and makes game dev fun.
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Thanks for this, I just used it today (ERASE aka DST_OUT) - masks well for both WebGL and Canvas with great performance on both. Implementation tips: 1) Extend from https://pixijs.io/examples/#/demos-advanced/scratchcard.js 2) Set "brush" blendmode to ERASE (aka 26) 3) render "background" into renderTexture on setup 4) no need to add mask to "imageReveal" 5) no need to add "background" to stage And if you want to check whether everything's been scratched away use: renderer.extract.pixels( renderTexture ) ... return false if it contains anything but zeros
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With the Beijing 2022 Winter Olympics starting in February we have updated our Winter Sports collection to include Curling and Snowboarding. CURLING HERO https://b10b.com/curlinghero/ Choose your champion and compete across 3 rounds in the Curling event. Press and hold to aim your shot. Time your release to spin the stone. Tap to sweep and reduce ice friction. How many stones can you get closest to the center of the target? Win all the Gold Medals or play against a friend. SNOWBOARD HERO https://b10b.com/snowboardhero/ Choose your champion and race three opponents in the Snowboard Cross event. Press and hold to tuck and gain speed. Release to slow before a tight corner. Tap in orange boost zones for extra speed! Stay within the course limits and avoid your opponents as best you can! Win all the Gold Medals or play against your friends. Commercial: Originally developed for an official Olympic broadcaster and Olympic sponsor these games are now available to license (on a non-exclusive basis) from our website: https://b10b.com/ Polite Request: Please don't pirate our games. For players we provide our games for free (with zero ads) via our website. For publishers we work hard to ensure licensing is easy and worthwhile - we add value. Our Summer Sports collection can be seen here:
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The messaging system was exploited a couple of months ago. The forum was offline for a month as a result. I guess the admins decided returning the site minus private messaging was better than than not at all? If so, I agree.
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Probably not a Pixi question. What's "delta"? If it was 0.5 then the ship will split the difference between previous position and server position "evenly". That's not to say it will appear smooth between subsequent updates though as their frequency is not guaranteed to be consistent. Genuinely smooth and even interpolation (over network) requires much more consideration (e.g. prediction, reversing time). It depends on your game and audience whether the benefit is worth the hassle.
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TilingSprite might work for that as-is (because it's a rectangle): https://pixijs.download/dev/docs/PIXI.TilingSprite.html Adding a border is a secondary step, either use Graphics (or another 4 sprites). Your comment abount zoom in/out of the entire scene ... you'll need to connect the TilingSprite scale to the scale of the scene and update accordingly (to maintain the absolute hatch scale). I can't provide specifics because it depends how you've set up your sceneGraph and objects.
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You might need to explain some more about your goal? I imagine you have a "Sprite" (which is a shape that is scalable). I imagine it is filled with a "pattern" that is not scalable. So as the shape grows the amount of patterns shown within it would increase? If that's the case then consider using beginTextureFill on a Graphics object and redraw the shape each resize: http://pixijs.download/next/docs/PIXI.Graphics.html There are other ways to achieve similiar (masking is powerful, custom shaders even more so), but this "Graphics" route is well documented.
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GameDistribution a.k.a. Azerion foul play against GameMonetize?
b10b replied to vedia's topic in General Talk
I've found GameMonetize to be trustworthy in my prior dealings with them. They've reported accurately, paid on time, and been responsive to input - I would deal with them again and wish them a speedy rebound. Independent of trust, the dominance of Azerion / GameDistribution is worth a careful thought. From a "commercial perspective" I struggle to see how Azerion's pursuit of controlling the niche of HTML5 in-game-ads yields value to anyone, including their own shareholders? Consider that Google already has effective monopoly here, they won't need to re-acquire it, more likely to milk it instead? Ultimately anti-competitive tactics lack imagination and reduce potential for innovation and opportunity (i.e. develop something new and huge that is not reliant on existing giants etc). More importantly - good luck to all those adversely impacted.