Has anyone created a paid HTML5 game?
#1 Crossbones+ - Reputation: 3295
Posted 15 November 2012 - 03:01 PM
Beginner in Game Development? Read here.
Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
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#2 Moderator* - Reputation: 5344
Posted 15 November 2012 - 03:08 PM
#3 Crossbones+ - Reputation: 3295
Posted 15 November 2012 - 03:12 PM
Yes, I am. A Javascript/Canvas game where you have to purchase the game or do something subscription based.Are you talking HTML5/JavaScript style paid game, where you would have to purchase the game?
Beginner in Game Development? Read here.
Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
If you have found any of the posts helpful, please show your appreciation by clicking the up arrow on those posts ![]()
#4 Members - Reputation: 151
Posted 15 November 2012 - 09:21 PM
I was going to give it a shot until I learned you can't properly loop audio without FireFox/Chrome specific JavaScript extensions.
You can do a good bit with the <audio> tag. It's supported in most desktop browsers and various mobile platforms. It's a bit of a pain though. Things are much better with the Web Audio API, though broad support is going to take a while.
#5 Members - Reputation: 956
Posted 16 November 2012 - 01:03 PM
I'm 100% sure you can...I was going to give it a shot until I learned you can't properly loop audio without FireFox/Chrome specific JavaScript extensions.
HTML5's audio support is just fine, at least unless you want to do wacky things like complex 3D sound processing and the like (but for just playing sounds with panning and volume control (and some more) it should be fine - I would say generation on the fly doesn't work either but the data protocol can be used as a workaround...). The problem is that browser support is... kind of broken. Besides the fact there isn't a single format supported by all browsers (not even WAV, because Chrome doesn't support WAV apparently) there's the issue that playing multiple sounds at the same time is hit and miss, and there's also latency to cope with. Opera kind of spoiled me on this at first, since audio playback works 100% perfect there, and this was when the tag was just introduced =P (no lag, no limit on sounds playing at the same time, etc.).
That's probably the biggest issue with HTML5, it isn't so much the standard that's an issue but the implementations.
#6 Members - Reputation: 2747
Posted 16 November 2012 - 01:21 PM
Now, Google has a payment API for chrome apps that works with the Chrome browser and ChromeOS, which might work as well, its part of the browser, but at least a widely available and popular browser that many people have anyway.
Now, all this depends on your tolerance for piracy -- If you accept, like I do, that a pirate is a pirate and not likely to pay you regardless of convenience, price, or value, then go ahead and make a single-player game and toss it out there.
#7 Moderator* - Reputation: 5344
Posted 16 November 2012 - 01:35 PM
You can loop, but not gaplessly. There's a reason if you google gapless audio looping in JavaScript/HTML5, everyone says to use Chrome's Web Audio API or Firefox's Audio Data API. The current standard doesn't guarantee looping playback will be gapless, or that playback will be without delay. Chrome's Web Audio API is currently submitted to W3C as a draft, but is far from being standardized.I'm 100% sure you can...I was going to give it a shot until I learned you can't properly loop audio without FireFox/Chrome specific JavaScript extensions.
#8 Members - Reputation: 102
Posted 17 November 2012 - 04:59 PM
In fact, Metro applications (Store Apps) could be created using javascript (on steroids) + html5 or xamp.
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