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SillyCow

Member Since 03 Sep 2008
Offline Last Active Apr 19 2015 01:32 PM

Topics I've Started

Where should I publish my HTML Game

08 March 2015 - 12:49 PM

Wasn't sure where to put, this, so I started this in the lounge.

I'm making an amateur HTML puzzle game.

 

I want to get as many users as I can. Since it is a hobby, I'm not going to invest a lot in marketting.

When doing stuff for android, I got engagment of 10s of thousands of users simply by putting my stuff on the app-store.

 

It was a very rewarding experience. For once, I was receiving input about my stuff from a bunch of users from all over the world. I'm looking for some good platforms to get the same effect for my HTML game. (Besides the obvious: post it on facebook.)

I'm even thinking of building a web-view app for the android store, but I'd rather not.

 

Can you recommend any good platforms?

 

 


Vitrage, a new puzzle game in alpha testing.

05 December 2014 - 04:35 PM

Attached File  vitrage.png   492.97KB   0 downloads

 

Hello, "Vitrage" is a game about coloring stained glass windows.

 

I started this project because I was curios to see if I can develop a multiplatform puzzle game in HTML.

I want to see if I can make this game work on all devices.

As this is is a very early POC, I would really like some input.

 

The demo is live at:

https://vitrage-eyals.rhcloud.com/vitrage/

No download or install is necessary.

Enjoy!

 

This is a very rough proof of concept. I'm basically interested in 2 questions:

1. Do you enjoy the game?

2. Does it run smoothly on your computer/device.

 

So far I've tested on:

Android browser ( Jelly Bean)

Chrome

Firefox ( Ubuntu )

 

I wonder if this works on:

Iphones

Ipads

Internet Explorer


A casual puzzle game about stained glass windows.

19 November 2014 - 07:45 AM

Hi,

I've recently decided to make a casual puzzle game.

I like my games to be unique, so I sat down to think of a unique concept.

I came up with an idea to have the player color stained glass windows.

 

I spent several days making a prototype:

 

http://kbhs.byethost6.com/vitrage/ (Tested in Android + Chrome, should also work in Safari, will not work in Firefox)

 

This is a gameplay prototype. Ignore the bad graphics.

 

I have two problems:

1. The rules seemed "casual" enough to me at first, however now that I look at rule #3 (see the link) it seems kind of hard for a non-graphics programmer to understand. Perhaps there is a different way to phrase it?

2. The game is a little boring. I need to add some glitz.

 

The first thing I thought about is adding a star system, by according to your final score. In this specific level, the 3 star score is 13.

 

Aside from that maybe some bonuses. (Bombs to take over adjacent tiles, Wild-card moves [pick a tile anyware] ),etc...

 

Basically, I think I'm really stuck at the moment because I've been so busy with the mock-up that I don't even know if it's fun to play.

 

Any gameplay suggestions would be welcome.

 

DISCLAIMER: (I feel I should make it clear): ATM the game is my property. By suggesting gameplay, you receive no part of the intellectual property. (This seems obvious to me, but I had an uneasy conversation along these lines). 


Polygonzing a mesh

17 November 2014 - 03:54 AM

Hello,

I am building a game where the user needs to click tiles in a stained glass window. My editor has vertices and edges, however it is not yet aware where the polygons are.

Attached File  example.png   5.19KB   0 downloads

 

None of my ploygons can have holes, however they can be concave.

 

To find the polygons, I am thinking of implementing the following algorithm:

1. Tesselate the mesh into triangles.

2. For every pair of triangles:

    If they share only new edges (created in step one), then they belong to the same polygon.

3. Unite all groups of triangles back into polygons, and delete new edges.

 

Just two problems:

1. I'm not sure this will work. (I thought it up at 2 am :-) )

2. There is probably a ready made solution to this problem, but I don't know what to google. 


Preventing repeating terrain textures.

24 January 2014 - 12:27 PM

The grass tilemaps that I use for grass looks very repetitive. Basically, I am taking a single repeatable grass texture and repeating it over and over again.

 

I really like playing Heroes of Might and Magic 2. It's an old classic with 8 bit graphics. The thing is, their terrain tiles looks great. It's very hard to notice the repetitions. Attached are two blank maps I created with their map editor:

terrain1
terraain2
 
I was wondering how they achieved this?
And how would you prevent obvious repetition in a modern engine?

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