
away168
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Everything posted by away168
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Very well done, good luck on the game.
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Lucky Miner - Playing with mining odds on the Bitcoin blockchain
away168 replied to OkijinGames's topic in Game Showcase
Good to be busy on something new. Good luck with project! -
Lucky Miner - Playing with mining odds on the Bitcoin blockchain
away168 replied to OkijinGames's topic in Game Showcase
@OkijinGames It's been two months since this one. How's it going? -
Was confused on what to do with it but I was able to adapt, so no problem. In regards of the creativity, that's a nice idea.
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Nice polished game. How long does it take for you (or your team) to make this one?
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Reusing objects during game play, or using the new operator
away168 replied to jalex's topic in Coding and Game Design
Just an addition, basically just realize the amount of objects you have. For example, a bullet hell game needs tons of bullets, but they're all the same, that's when your mind should come up with object pool. The rest can go over later. Just make sure you know your game design, then scale from it. Not everything always need a pool (or the pool count must be quite precise) cause you may run out of memory there especially in low-end mobile device, so use it wisely. -
Thanks this is very helpful.
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Google Analytics is good enough. Actually I like it because it's free though.
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Why do you make browser games instead of desktop games?
away168 replied to delete this account!'s topic in General Talk
Because it gives me money with very short development time, that's what I recall. -
Just want to mention that the game has playable link at crazygames.com, https://www.crazygames.com/game/infinite-gears Note that it's desktop only.
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- javascript
- bullet hell
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Simple and nice game. I love it. I like the key cause it kinda reminds me of Chip's challenge. I didn't expect this game to have that. Nice one.
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Now this is the real deal. Thanks for posting this in here, it's nice work so far. I assume this will be in desktop only?
- 36 replies
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- madworldmmo
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AMD vs Common JS for html5 modular development?
away168 replied to ShotgunJed's topic in Coding and Game Design
It means you use the default JavaScript one I believe. Like this one. Still new though, but you can use transpilers like Babel to make it work. Instead of using other convention, you may just wanna use the native one, at least when you write it. -
AMD vs Common JS for html5 modular development?
away168 replied to ShotgunJed's topic in Coding and Game Design
Yeah use the native module. You still have to pack the data yourself though (which you end up using something like Babel Webpack and whatevs), but if you want something closer to C++ or Java, at least use TypeScript due to its strong and static typing. -
Latency issues with Node JS game and VPS
away168 replied to TheBoneJarmer's topic in Coding and Game Design
This kind of question is always hard to answer in public forum as it varies to your server stack, your machine, your distance to your VPS, your VPS machine, your network connection (wifi or cable), your browser, your game, your server code, and more. I suggest you try another language such as Java (with embedded Jetty for example) or Go language for the server-side, as Node.js is definitely slower than both, then do your own benchmark. You have as much programming experience as I am, and if I were you I'd already test in so many different environment. Unless, I have no choice but using Node.js which I don't see the reason why you have to stick with Node.js that is only good for start up and not performance, since we are talking about performance here. Also note on your data going back and forth. OAuth is also the kind of "enterprise-trying-to-monopolize-standard" more than security so careful on how your data going back and forth just trying to live a standard, unless you implement your own kind of "Oauth" where you just borrow the simple access token technique, which may still take you some data going back and forth, just to keep up a standard you may not need. You may also want to check your socket.io version (I see you are using Socket.IO) whether it has supported websocket++ or not as it really makes a difference (or so it says, I haven't tried it). Of all these, I assume it might be just the VPS. What your VPS machine is or where your VPS located and where you are or where the user is affects things a lot. Remember that if you only use a super micro dang small whatever tiny VPS that has small RAM and processor, Node.js (and Java) needs to run on a virtual machine that eats up your memory by default (and it's not small), and it will make your server slow or killed. Some VPS already eat up your memory by default depending what you rent. -
Heya, just wanna ask your opinion on the most useful (and crucial) HTML5 APi you ever need to use, or wish it becomes a wide standard already (no vendor variant). Mine would be like requestAnimationFrame, requestFullscreen, WebGL/2, and Web Worker.
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Will WebAssembly replace JavaScript for most games?
away168 replied to vornay's topic in General Talk
If it's faster then why not. The only problem right now is, it is new. C/C++ has been around for long, and engines such as Unity and Unreal Engine for HTML5 builds have been longing for this to become worldwide default and I'm happy to switch over when that happens. As long as it is faster and better for both dev and runtime, I'm there. -
Thanks! tried it and it's fast. Nice job.
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@b10b Yeah they are for general use now. I agree that games are quite demanding when it comes to custom application. I just kinda bumped into a situation where I only need Google's login (easier for user to click permissions more than filling password they barely remember), and I don't need the rest of Play services features other than my own game server for the game logic.
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Other ways of making money from html5 game except selling to sponsors
away168 replied to mazoku's topic in General Talk
Nice screenshots. I guess from what I see, seems like either Play store gives a better visibility, or the user base is so big and diverse that you get more impressions than App Store. Seems like a simple game with ad is likely to survive in Play Store. Just some doge analysis. -
How about Firebase? Firebase is a very flexible, real-time database. You can push/pull whatever data you like (be that a leaderboard, achievements, or whatever), client-side. Do you think that would fit your diverse players? Speaking of Firebase... kinda conflict with Google Play game services itself, lol.
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Other ways of making money from html5 game except selling to sponsors
away168 replied to mazoku's topic in General Talk
I see some companies benefits from HTML5 game as playable ads, so I guess that works too. -
Hi, I'm just wondering if you guys, specifically for web/mobile/mobile web game developers or publishers, who ever implemented at least Google or Facebook sign in, ever use their other features? for example like Google Play Game services' leaderboard/achievements? or do you only/primarily use their login to make a seamless login so people don't need to fill up the registration forms in concern that it may take too much of their time (excluding your effort to make your own login server)?
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I think Three.js has it, called BufferGeometry. Best used for static objects (or particles under-the-hood). I think this is one of the example. https://threejs.org/examples/webgl_buffergeometry_instancing.html 10 million is a lot though.
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I may not be able to answer your question, but maybe this link may help you to find your answer: http://gafferongames.com/game-physics/fix-your-timestep/