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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Moe091

html5 mobile web games, engines

5 posts in this topic

I've been making android games for a little while now and recently became interested in making html5 games for desktop and mobile web browsers. android games aren't very reliable for income and I've been seeing a lot of basic html5 games selling for a lot of money on sites like marketjs.com. I want to make html5 games that work on mobile browsers and that are actually polished and fun, so that I can fulfill my desire to make mobile games and not be poor at the same time.

 

 

I don't know much about javascript/html5 yet, but I plan on learning. Still I want to use an engine or library to make my games because it just saves so much time and I can focus on the parts specific to my games. I am having trouble determining which engines will work on mobile and desktop web browsers(I don't mean gaems that can be compiled to mobile apps, but ones that will run in a mobile web browser like those on marketjs).

 

It seems like impact.js works on ios browsers from what their site says, I'm not sure about android though. and the other engines don't say much at all aboiut their mobile web support. For regular android games I use libGDX a lot which can compile to html5, but it uses webgl which If I'm correct won't run on mobile web browsers. So I'm just looking for something that is safe to use if my target platforms are mobile and desktop browsers. If anyone can name some engines that they know for sure work for that I can go through them and decide which one best fits my needs. If you want to comment on the engines as well I'd appreciate your input.

 

 

I hope someone is able to help me or point me in the right direction, thanks for reading.

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Take a look at Phaser: http://phaser.io/

 

Quote from their site: MOBILE BROWSER: Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.

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FGFS, those links rely on webgl which the OP was asking about avoiding.

Few mobile devices have webGL support at a reasonable speed, if their browser supports WebGL at all. Sure you can ask them to download a new browser, install it, and then hope that specific device and browser combo get double-digit frames per second with it, but at that point it would have been easier just to build your own app, with an even bigger chance they would install it.

Also, anything based on JavaScript on mobile devices will be much slower than native code on most devices, and the memory constraints of fitting within JS inside a browser on a mobile device will be painful. JQuery performance is hit-and-miss on mobile as some scripts are memory hungry in a way that is really bad on memory-constrained mobile devices. A quick web search on JavaScript performance differences pull up quite a few metrics showing a 30x or more performance difference on the two.


Performance on the devices is slowly improving as more memory and faster processors enter the mobile marketplace, but WebGL+JavaScript or HTML5 canvas+JavaScript are only viable to a small slice of mobile devices.
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Take a look at Phaser: http://phaser.io/

 

Quote from their site: MOBILE BROWSER: Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.

 

I made a game with phaser for a game jam. It's very easy to learn and quite fast even on mobile. It however does a few simplifications - for example in Physics you can only have box bodies. I find it good for prototyping ideas. Here is a list of phaser games, try them on mobile :)

 

http://pgl.ilinov.eu/

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