Jump to content

  • Log In with Google      Sign In   
  • Create Account

Calling all IT Pros from Canada and Australia.. we need your help! Support our site by taking a quick sponsored surveyand win a chance at a $50 Amazon gift card. Click here to get started!


boolean

Member Since 21 Feb 2003
Offline Last Active Aug 13 2015 07:18 AM

Posts I've Made

In Topic: Why there are no comments under topics with made games?

06 August 2015 - 10:49 PM

I barely have enough time to play the games I like, let alone searching through pages and pages worth of text-only subject lines of games that may be in genres I have no interest in. That's why whenever I feel like looking around for something new, I end up going to java-gaming simply because they show preview images in their forum posts. I can scan a huge amount of games until one grabs my attention in a very short amount of time, rather than farting about clicking on text-only links going by nothing but titles like "New flappy bird rouge like on mobile now free play now check out our game now free hotdogs".

 

I suggested a few weeks back that we have an in-development forum like tigsource, but tigsource is already such a good resource I don't know if just doing the same thing has much worth. I know many more people on GDnet than tigsource so I myself would much rather post here, but I could easily see people just ignoring it.


In Topic: Killing off Flash and the impact that would have

18 July 2015 - 04:20 PM

What I do not understand is why so many of you seem fixated on browser-based delivery.


I was talking to some friends about this the other night and one of them made a comment that had me look completely revolted at their comment: "The only people who play online indie games these days are other indie devs like you". I just kind of stammered for a while trying to think of a counter-point, failed, then grouchily finished my beer in shocked silence.

 

Reading your post today seems to be coming at it from a similar angle - why are we focusing on browser-based delivery so much? It's a bit of a wake-up question.

 

I think a lot of it has to do with the generation we grew up in. For a lot of us, the last decade has been the desktop-consumption era: Newgrounds, Kongregate, Weebl, Homestar runner, pretty much every indie game jam,  - growing up in an era of flash meant that we also grew up thinking primarily nothing but desktop. When I think of making a game, my first thoughts are all the flash (and somewhat more recently Unity) based games I grew up playing with a mouse and keyboard, in any browser on any computer, sending the link around to friends on message boards and chat programs. The very game mechanics that I sit around thinking about revolve around having access to things like a mouse and keyboard. Making a mobile game is a completely different thought process that requires considering touch controls, tiny screens, a type of game design I don't often think about.

 

Not only that, but for me I primarily associate browser-based game as a no-barrier no-entry requirement to playing a game. No exe's/apks to download, nothing to install, just go to this link and play the game. The same friend above then made another statement that me revile in disgust again: "Oh desktop games are much harder to play - a phone game I can download at any time and then play when I get a chance. Desktop games I can't try at work when I have a few minutes waiting for something to compile".

 

Ugh, what what what? Going to the app store, finding the game, hoping it works on your device and installing it is easier?

 
So for the last few days I've been re-assessing my thoughts. Maybe browser-based games are just something I still think of as the #1 delivery mechanism simply because I grew up in an era of desktop? There's still some things though that I still think are big problems on mobile like touch controls, difficulty testing on devices you don't own, singular marketplaces that are also over-saturated etc, but is thinking primarily of browser-based delivery just me being an old man?

In Topic: Killing off Flash and the impact that would have

16 July 2015 - 07:18 PM

 

In a recent post Unity said webGL is still at least a year out for real deployment. IE simply won't support it (period) and the new IE on Win 10 will, but its adoption rate will be crap for a while. Chrome and Firefox handle it ok but it soaks up system resources and has severe memory limitations.

 

No good answer really. Unity Player is dead for sure. Flash may be (but I doubt it). WebGL may be years before it reaches stability and hardware accessability. Gonna be a bumpy ride for web based content!

 

Everybody is applauding the death of Flash but there isn't a really good alternative out there yet for web games.  It's going to be a bad time for a lot of indie developers in the near future.  This is going to end up killing the Unity web player (already dead on some browsers) as well.  For as crappy as Flash is you can pretty much expect a Flash game to run the same on any web browser.  Same can't really for HTML5.

 

 

I feel like this sums up my current situation. I spent a few years learning Unity and developing a tool kit that I was really happy with, only to have the web plugin killed and the crap-tacular WebGL exporter be the alternative. After a few months of HTML5 engines and all the frustrations of cross-browser support and canvas/rendering/audio/scaling quirks, I switched to haxeflixel.com for it's Flash support. It does have a html5 exporter and I find that when it works it works great, but if you get any errors post-compile you really want a pure-js engine like Phaser to debug.

 

I feel like I'm stuck between a rock and a hard place right now. Use Flash and risk it all going up in smoke in under a year? Or move to HTML5 and just hope it gets better and not worse over the next few years, putting up with all it's annoyances and quirks?


In Topic: Is Haxe used much professionally?

13 July 2015 - 06:20 PM

The last time I looked at Haxe (which, admittedly, was a couple of years ago), the only fully-supported backend was Adobe Flash. And since Flash was already in the process of dying off, that made it pretty much useless, beyond developing for the handful of flash web portals.

 
You can export from Haxe to Flash directly, but I don't think there's many people doing that? Part of it's power is that because it's outputting several different languages, you can plug it into libraries like OpenFL and target a bunch of other platforms like desktop, mobile etc as well as Flash. For example, because Haxe can generate javascript some people have started working on projects like HaxePhaser (based on the JS engine Phaser).

 
 

Hi,
 
Haxe was the perfect solution for us so far at Gameduell.
We had even our build tool + dependencies management on top of haxe it is called duell adn it is explained here .
We have two games now created on haxe and one of them is soon will be launched.
We have more than 25+ developers now working with haxe and we'll have more soon.
Even though haxe still miss some decent profiling/debugging tools and IDE integration (I am not saying there are not) it gives you a lot of freedom to create amazing work.
Finally I started a project called http://learnhaxe.org/ and soon will posting tutorials and haxe talking about haxe related topics so make sure to keep an eye in there

 
learnhaxe.org could be a great resource, I'm looking forward to it! I've found it difficult to find Haxe tutorials that are aimed at games, so most of what I've learnt so far has been reverse-engineering open source projects.


In Topic: Cooking!

08 July 2015 - 10:40 PM

I should be cooking more. I should be cooking. I should probably just buy groceries...

 

but it's so haaaaard, uuuggghh.

 

First there's the part where you have to decide what to cook. Then you have to treck half a mile to the closest damn shopping center in our area and only bring back what you can carry, which is usually only just enough for that night. But by the time you get home your too tired so you put it off and pay a man to come to your greasy house and throw fat greasy pizza at you while you roll around in your grease pool sobbing that you should have cooked instead! 

 

I'm jealous of people who just cook every night. I don't know how they fill their magical freezer box every week. When the shopping center is a pain in the ass to get too it's surprising how much it screws up your plans.


PARTNERS