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2DExtremeOwner

Member Since 29 Aug 2005
Offline Last Active Sep 08 2012 05:58 AM

Topics I've Started

Making money with HTML5 games, thoughts?

23 August 2012 - 03:59 PM

(Not a programmer, just some thoughts and questions, feel free to add anything.)

Open discussion, keep it professional.


I always read that making money from HTML5 based games are hard or impossible, that everything that has to do with a transaction is a "security nightmare", etc.

But It got me thinking, other games use transactions. Websites use transactions. What is different with HTML5 and why is it different? Maybe(!?) making in-game transactions using HTML5 technologies are a bad idea, I really don't know, but, if it is the web, why would it be? I already buy things from Amazon, Kick Starter and many other sites. They all use current web technologies, which HTML5 is/will be.

And then, how about buying things like items and stuff for your user account, like every other online purchase in existence and then calling them from within game?

Like you have this "AwesomeGames" site which you create an "AwesomeAccount" in, like most MMO's. Then this site has its own "AwesomeStore" which you can buy stuff in, for your own "AwesomeAccount" which you use to play the "AwesomeGame" with.

The server running the game would be checking that you are actually you, like all other MMOs, and allow you to use your premium items. Where is the problem?

Isn't this the method Amazon, MMO's and other sites use? And if not, why not use that method with HTML5 games?

In my "logical" sense, whether its right or wrong, the issue seems to have been resolved for many years already. Which brought me here, to ask the pro's!

Good day!

Literaly hot laptop meets CM Storm SF-19 Cooling Pad! Test follows...

17 August 2012 - 06:18 PM

I have a 5 year old laptop with a completely dead battery and it runs very hot, so, I decided to get a cooling pad.
There were so many to choose from, but only one had USB 3.0 support. I thought it was worth the buy, so I went ahead with the purchase.
It arrived today, and I just had to check it out ASAP!

Laptop specs:
Brand: Toshiba
Model: Satellite A215-S4757
CPU: AMD Turion 64X2 TL-56 1.8 Ghz
iGPU: ATI X1200 series
RAM: 3GB DDR2 SDRAM(Added 1GB over stock)
Cooling Pad specs:
Brand: Cooler Master Storm
Model: SF-19 Strike Force USB 3.0 version
Has 4 USB 3.0 ports

The test was done using HWiNFO32 Sensor Status, measuring the CPU minimum and maximum temperatures. Each time the fan speed was changed, I gave the laptop 10 minutes to adjust and then 5 minutes to get the results posted here. Changing the fan speed was done by moving the circle once, from front to back. This way, you get 3 ON measurements, so, it goes like this: Off, On-and-OneUp, TwoUp and ThreeUp(max).

The test consisted of four parts. Baseline on table, Baseline on Cooling Pad, Running only the GOM player on the background and running only a game on the background. The windows of the player and the game were not opened, I had issues running the "apps" in a window while also running HWiNFO32, it would turn my display off and I had to manually shut down.

Baseline temperature
On the table:
138.2 Degrees F Minimum, 149.0 Degrees F Maximum

Baseline temp on Cooling Pad
Fan Off:
122.0 Degrees F Minimum, 129.2 Degrees F Maximum
Fan OneUp:
107.6 Degrees F Minimum, 116.6 Degrees F Maximum
Fan TwoUp:
104.0 Degrees F Minimum, 109.4 Degrees F Maximum
Fan ThreeUp(max):
102.2 Degrees F Minimum, 109.4 Degrees F Maximum

Temp on Cooling Pad, Running GOM
Fan Off:
136.4 Degrees F Minimum, 143.6 Degrees F Maximum
Fan OneUp:
123.8 Degrees F Minimum, 129.2 Degrees F Maximum
Fan TwoUp:
114.8 Degrees F Minimum, 120.2 Degrees F Maximum
Fan ThreeUp(max):
111.2 Degrees F Minimum, 120.2 Degrees F Maximum

Temp on Cooling Pad, Running Game
Fan Off:
195.8 Degrees F Minimum, 199.4 Degrees F Maximum
(NOTE: It started at around 177, but kept rising, at 5 minutes this is were it got to. Then I maxed the Fan and got the other results.)
Fan OneUp:
167.0 Degrees F Minimum, 174.2 Degrees F Maximum
Fan TwoUp:
159.8 Degrees F Minimum, 165.2 Degrees F Maximum
Fan ThreeUp(max):
154.4 Degrees F Minimum, 163.4 Degrees F Maximum

As you can see, the pad does work, it cools my laptop by 20~30 degrees. At max speed there is some noise, not a lot tho. If you are gaming, you probably wont notice it. It is very expensive! And it was hard to find, for me. Its not very portable, but its for gaming so, I think it would fit a LAN party quite well. My table is 31 inches wide and it fits there comfortably with a standard mouse pad to my right and about 4 inches of space to my left. Hope this tiny review helps someone.

Where can I buy a real custom laptop?

16 August 2012 - 09:15 AM

Hola, guys. I'm having a very hard time looking for a place or company that has what I am looking for.
And for the places that have "customization" options, they all lack what I want.

In all honesty I'm not getting a laptop right this instant, that will happen in a few months. But, I do have an Idea of what I want.
But, I can't even find the possibility(!) of getting it.

The problem? I don't want a GPU from NVIDIA or AMD. So, I want an Intel system. A pure Intel system. Best Intel CPU, loads of RAM, 17-19 Inch display and all the other goodies one would hope to have. This puts an Ultrabook way out of the question. And the only company that I have found to let me get anywhere close to this was MainGear, but, it has an NVIDIA GPU! >.<'' I might just email them and ask if they could not have it part of the system or something...


So, anyone know of a good place to get a true custom built laptop?

Is there a way to calculate total performance of a hardware to theorize what you would...

03 June 2012 - 12:14 PM

Gah, its a hard question for me to write. Ill make some examples...so maybe it can be understood better or at all -.-''


Let's say that I want to make an Xbox(not 360) class game, in my own made up language SlowScript, which is 10 times slower than C/C++.
Xbox has a 733Mhz CPU and an 233Mhz GPU.

Let's say I want to recreate Halo, exactly like it was on the console. But, I want to do it in SlowScript. Same GPU. Would I need a CPU with 10 times the "power"?

Is there a way to calculate that? What are the important numbers? What is it that you look for when you want gaming performance? Is it FLOPS?

And then, what if I don't even want to use a GPU, and run it all in the CPU? There must be a way to measure all of this, right?
I guess this also leads to the whole Software Rendering side too. I haven't seen SWR games in years! Well, other than Minecraft and its "clones"?


I just been thinking about this all day. Like, how far are we to just wake up one day and make Fable1 in BASIC(o.O) all running on a CPU.
I know its none sense, we are moving slowly to OpenCL and Cloud and stuff, but, I felt like finding the answer to this question that I have.

So, if you can help me, right on!

Q's about Games, the GameLoop and FramesPerSecond

08 April 2012 - 12:55 PM

*Is a wondering wanderer, with questions.*

Last year, there was more talks and articles about the FPS in games. Like how Call of Duty runs at 60 FPS and Battlefield runs at 30 FPS.
Some Devs also commented about the pro's and con's of each.

But, can someone clarify a bit more on the issue? What's this having 33ms to draw a scene for 30 FPS? 16ms for 60 FPS?
Does that mean doing A.I, Physics, Rendering, etc...in that amount of time? Is that what a Game Loop is, correct? What more goes in a "Game Loop"?

Also, why does no one make a 45 FPS game? Is it not possible? That would make it 24-25ms to draw a scene, better visuals than at 60fps yet more responsive than at 30fps, no?

And, does it even matter on PC games? As the Hardware varies and you can get less or more of an FPS. Unless you lock it? Should you lock it?

(If I am completely wrong here, please, correct me. And if you got more to add or teach, go right ahead.)

*Here to learn.*

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