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    • By jb-dev
      This is how loading screens will look like. I still have no idea whenever or not I could show things like tips or anything alike...
    • By genieee
      Top HTML5 game developers

      The spry march of digital technology has ushered a radical transformation in the entertainment segment, the way it was perceived and consumed. The over dramatic daily soaps replaced by more relevant web series, the noisy news channels are muted for the tailored-to-taste news feed and child’s play time has shifted from the outdoor parks to the computer deck. With the heroic stunts and captivating sequences of the virtual world, browser games have taken the world by a thundering storm.

      There is no two say that today’s ground breaking source of entertainment for the millennials is the craze for HTML 5 games coupled with the captivating graphics, enchanting characters, and intriguing strategies that keeps the players glued to their screen. It’s not just the millennials infatuating over the flashy games and challenging strategies but even the adults can’t keep off these instantly addictive games.

      With such a diverse palette of consumers and their manifold tastes, it creates a huge vent in the gaming world pushing the boundaries to create custom made game strategies that could address the appetite of the cohorts of different realms. The consumer today demands flexibility and portability of their favourite games which paves the way for HTML5 games to create waves across the globe.

      Catering to this unflinching demand for more challenging, more interesting and more target oriented tailored gaming concepts we’ve witnessed quantum-shift levels of improvements in every aspect of the games from its audio/video quality to concepts over the past few years. Today, the web offers an ocean of gaming options right from educative, engaging, entertaining or challenging. From Barbie dressing to counter strike, crime scenes to investment puzzles there is a game for anything and everything.

      Customers urge for choices of platform where in they can plug into their current level from any device, be it their smart phone, laptop or desktop. As such, HTML5 is unanimously favoured by web developers and game developers as it provides cutting-edge features, of 2D and 3D graphics, audio APIs, offline asset storage, and combined support for the most popular web browsers. From online casinos to fun games, this mobility-friendly technology is just the perfect match for today’s game consumers.


      Benefits of Developing Games in Html5


      Cross Platform Accessibility:

      HTML 5 offers the flexibility and portability of the games in multiple devices without a tweak in the code. It stands true to its promise of coding once and deploy everywhere that means the same piece of code would run on any device (hardware) and operating system (software).

      Ease of Framework:

      HTML 5 is the most preferred gaming tool for the versatility, flexibility and compatibility it offers that allows the developers to tap into uncharted territories with the best tools at disposal.

      No plug-ins needed

      Dodge the nagging pop ins requesting to download the plug-ins with HTML5 gaming engine. There’s no need for extra plug-ins in HTML5 as that of Flash or Unity. A brief preload is all it takes to boot the game.

      It’s the future

      HTML5 is not going anywhere anytime soon. With more and more elements getting adopted more and more companies will start to develop in HTML5. It is indeed the future.

      Given these scintillating advantages of the budding platform more and more companies and game developers are making their way to learn and implement HTML5 in their books of code. Considering the market flooded with all the itsy-bitsy games, it becomes a daunting task to choose a high-quality brain stimulating concept of game that not just focus on engagement but actually delves deeper to hone the skills of strategic thinking, reflex reactions, decision making, confidence boosting and many such personality traits.

      Creating an engrossing game is no amateur thing mastered in a day by the naive programmers binging on the html5 gaming tutorials but it is a piece of art created by experts of different talents who come together to paint the canvas. In the list of top Browser Game Development Studios Genieee secures an admirable position for its commendable work in developing and deploying HTML5 browser games leading the way for its competitors unveiling new possibilities of the arena.

      Genieee is one of the Top Browser Game Development Studios worldwide that has been serving some of the best quality and concept-driven gaming strategies for more than 10 years. Whether you craze for the fast-paced racing games, heart-pounding first person shooters, or edge-of-your-seat tower defense games, Genieee has to offer quite a diverse collection of games that would keep you on the toes with the unforeseen twists and twirls along the way.

      Genieee’s strategic masterminds behind each game focus on tantalizing the cognitive functioning of your brain by throwing unfathomable challenges and hindrances that are not just fun to decode and conquer but also forces you to ace your thinking, speed and decision making tactics.

      Genieee is a powerhouse of artistic talents and out-of-the-box strategists who come together to design and code some of the best pieces of entertainment. The company’s R&D team rigorously analyses the market and experiments with the cutting-edge technology for tomorrow’s browser games, ensuring that the company continues to set trends in the future.

      Their diverse portfolio of games is painted with many categories like Puzzle & Strategy Games, Action & Arcade Games, Educational & Sports Games and much more that caters to a wide audience. Keeping up with the pace of the changing demands and choices of the consumers, Genieee keeps an eagle-eye on the latest updates on the technology and market and comes up with the latest trend setters in its realm.

      Being a Top Browser Game Development Studios Genieee strives to be a path-breaker and leader in delivering the best experience of the virtual reality. With their great flow of streamlined processes, exemplary management of each project, and an army of exceptional talents, Genieee offers the best resources to turn your idea into a concept and a concept into a virtual reality.

    • By Programmer One
      I'm currently writing a 2D game engine from scratch for Android. The first iteration of the engine is just going to use the Android Canvas view for drawing. At some point, I want to support OpenGL ES - but not until I finish this first project (which is a very simply game based on this engine). Right now, I'm dealing with Sprites and I've encountered a design challenge that I'm not entirely sure which direction I should go.
      For the sprite bitmaps, I've decided to go down the sprite atlas route (as opposed to individual image files). I'm using Texture Packer and I've written a custom JSON exporter. I didn't really want to limit myself too much, so I decided I'd support sprite rotation and trimming in order to save as much space I can in the atlas. I backed off from supporting polygon trimming for now. If you're unfamiliar with Texture Packer, it's essentially a tool that will allow you to import individual sprite frames, organize them into folders and then have the application generate a sprite map and corresponding coordinate data file. This application supports trimming any blank (alpha) space around the sprite images in order to pack them closer together. It also supports rotation if it makes the image fit better.
      What I'm trying to figure out now is how to deal with loading the sprite image data. Currently, I'm at the point where I can deserialize the JSON map data into "Sprite Frame" objects. These objects contain information about each frame. My format allows grouping of sprite frames in order to organize frames that correspond to the same animation. In essence, the sprite frame object has:
      The original (untrimmed) size of the sprite image. The original position of the sprite image within it's bounding box. The rect of where the image is in the sprite atlas. A flag indicating if it had been trimmed. A flag indicating if it has been rotated (CW). This will give me all the information I need to draw the image onto the Canvas. If I didn't support all the other fancy features I want (packed rotation, trimming) and pre-transformation (i.e. mirroring a sprite so I can reuse it for things like changing the walking animation without having to pack in more sprites), then drawing the image from the sprite atlas onto the canvas would be as simple as a simple Canvas.drawBitmap([Source Bitmap], [Destination Rect], [Source Rect]).
      But, since the image I'd be drawing MIGHT have been rotated, trimmed or otherwise transformed, I can't just simply blit it onto the Canvas. I'd first would need to apply some transformations in order to "undo" changes that were done during packing. This means I would need to either:
      Slice out the child image from the sprite atlas into a new bitmap, and apply the "unpacking" transformations (i.e. rotate back, realign, etc). Apply a transformation to the Canvas itself. (I don't think I want to go down this road since I've read that transforming the Canvas tends to be rather slow). So, I'm probably left with having to create smaller bitmaps from the sprite atlas and then keep those in memory for as long as I would need them. So, for a single sprite character, I'd be looking at around 36 sprite frames (9 different animations, each with 4 frames). What I'm concerned about is memory consumption. So now I'm thinking:
      I should read in all the sprite bitmaps from the sprite atlas and shove them into an LRU cache. This means all the sprite image data is now in memory, all ready to go for whatever animation sequence and frame I want. Once I'm done with the atlas, I dispose of it and just work with what I have in memory. I can perform this caching when I load levels and then clear items from the cache that I no longer need. I should just keep the sprite atlas, blit directly from that onto the canvas, and get rid of the fancy packing features so that I don't have to process any transformations. The only problem with this approach is that I will also have to shelve shearing and rotation on the sprite object itself. TL;DR: Am I being overly memory conscientious or having a couple frames of sprite data in memory not a super big deal?
       
    • By therax1986
      Hi everyone. For the last few months I’ve been working on a simple HTML5 2D side scrolling action game called Theraxius. It's nothing new and revolutionary, it's more like an evolution of different technology (combination of HTML5, PHP, MySQL). The game also includes a level editor so you can create your own levels. The game and the level editor is written almost completely in JavaScript, no download is required. Just load and play. Here are a few screenshots and the link to the page.
      In the next weeks I’ll try to post some videos, try to add registration (for newsletter and later for public test).
      Release date: when it's done
      theraxius.com



    • By jimon
      Hi There! I would like to present to you our newest game, Coal Burnout!
      Play the demo version in your browser here https://beardsvibe.com
       



      Beat your competition in Multiplayer PVP, throw coal in the rhythm game, upgrade trains, get first in the leaderboard, and all this while listening to awesome chiptune soundtrack written by skybox!
      The game features iconic trains from steam era:
      - Flying Scotsman
      - DHR 778
      - 4468 Mallard
      - GER Class Y14
      - BR Standard Class
      Available now in the AppStore and the Google Play.
      - https://itunes.apple.com/us/app/coal-burnout/id1200548201?mt=8
      - https://play.google.com/store/apps/details?id=com.beardsvibe.stoker
      - https://skyboxchip.bandcamp.com/
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