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mipmap

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About mipmap

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  1. mipmap

    4gency

  2. mipmap

    Getting Games Done

    I try to, but it's not always the case. When I succeed I have usually been successful in my prioritizations.
  3. mipmap

    Getting Games Done

    Since october I've been dedicating one month per project. In the end of the month I do a little writeup. It prevents me from continuing failed projects and makes me explore more technologies. The best part is that I can shut up the perfectionist in me. This approah does not work if you want to sell games or earn money, but it makes it a whole lot more fun!
  4. mipmap

    Help & Guidance

    Images & illustrations to help explain things.
  5. mipmap

    Why a Degree in Game Design Is a Bad Idea

    If I would be 18 and wanted to get into game development business, I would get a basic cs degree, but also do a shorter game development course package. Mostly because it helps a introvert like me with networking and also because it would provide an opportunity to build a polished portfolio. 
  6. Do you know any resources or examples of profiling/performance testing of JS? What does the procedure look like?   I really liked the graph :)
  7. mipmap

    Highway Toad

    This months main hobby-project was to make a Frogger clone. I did not manage to finish it, but since the project was the project and not the game, I concider it finished. Link to the game: http://www.mip-map.se/hwtoad Link to a summary of the lessons learned: http://mip-map.se/project/2013/november/
  8. Those zeroes are sad and speak volumes:/ Keep it up!
  9. This post is a collection of links to posts and statistics about Web/HTML5 as a gaming platform. I have been using web technologies for a couple of years as a platform to experiment with programming. I also have an interest in game development, which made it natural for me to begin developing games in HTML5. When I started I was pretty enthusiastic, but these days I grow more skeptical. From a historical perspective, HTML5 had a bit of a breakthrough in 2012. If you look a the [dates] you can see this reflected in the enthusistic headers. The more recent headlines are more skeptical. [subheading]HTML5 communities[/subheading] [Present] A community with developers who are working with HTML5 games. [size=2]http://www.html5gamedevs.com/ [Present] A collection of games made with HTML5 technology. [size=2]http://html5games.com/ [Present] A list of various engines/libraries that can be used in HTML5 game development. [size=2]http://html5gameengine.com/ [subheading]Google search results[/subheading] These search results could be seen as a reflection on how many tutorials you will find, as well as how easy it will be to find help if you get stuck."iphone game development" 165 000 000"android game development" 136 000 000"windows game development" 119 000 000"pc game development" 87 300 000"mac game development" 63 900 000"unity game development" 15 100 000"html5 game development" 9 670 000"gamemaker studio" 292 000"createjs game development" 22 600"kineticjs game development" 11 900 [subheading]Articles about present/future of HTML5 in gaming (and general)[/subheading] [2013] Writeup about what it's like developing games in HTML5 in 2013. [size=1]http://gamasutra.com/blogs/MattHackett/20131220/207576/What_it_was_like_making_HTML5_games_in_2013.php [2013] David Geary's detailed tutorial on creating a javascript sidescroller. [size=2]http://www.ibm.com/developerworks/web/library/wa-html5-game7/index.html [2012] Some developers air opinions about the future of HTML5 as a games platform. [size=2]http://www.gamesindustry.biz/articles/2012-03-23-future-proof-html5-native-client-and-the-battle-for-the-browser [2012] A sceptical article about html5. [size=2]http://www.gamesindustry.biz/articles/2012-05-11-html5-too-good-to-be-true [2012] Intel, the processing company, wheighs the pros and cons about the use of HTML5 in games: [size=2]http://software.intel.com/sites/billboard/article/future-html5 [2012] Web-app post about Zuckerberg's disliking of HTML5. [size=2]http://news.cnet.com/8301-1023_3-57511142-93/html5-is-dead-long-live-html5/ [2010] Facebook notification about their use of HTML5. [size=2]https://www.facebook.com/note.php?note_id=438532093919 [subheading]Forum discussions - Slashdot[/subheading] I like slashdot because it's populated with mix of performance geeks and pragmatic people. [2013] Javascript is slow on mobile. [size=2]http://mobile.slashdot.org/story/13/07/10/2045253/why-javascript-on-mobile-is-slow [2012] Mozilla Javascript MMO. [size=2]http://games.slashdot.org/story/12/03/27/1856205/mozilla-releases-html5-mmo-browserquest [2012] Wolfenstein browser version.[size=2] http://games.slashdot.org/story/12/05/10/222247/wolfenstein-3-d-celebrates-20-years-with-free-browser-based-version [2012] Failed HTML5 game project goes open source[size=2] http://games.slashdot.org/story/12/06/22/186249/the-death-of-an-html5-game-breeds-an-open-source-project [2011] HTML5 games removes requirement of installation. [size=2]http://games.slashdot.org/story/11/09/22/085251/game-devs-predict-death-of-flash-installed-games [2011] Google Play/Chrome for HTML5 games. [size=2]http://games.slashdot.org/story/11/08/28/192257/google-is-grooming-chrome-as-a-game-platform [2011] Future discussion. [size=2]http://games.slashdot.org/story/11/03/08/199212/browsers-the-gaming-platform-of-the-future [2011] Facebook and HTML5 games. [size=2]http://games.slashdot.org/story/11/02/19/2140253/facebook-develops-html5-gaming-benchmark [2012] General discussion. [size=2]http://ask.slashdot.org/story/10/07/14/0632238/javascripthtml-5-gaming [2010] Quake II in Browser. [size=2]http://games.slashdot.org/story/10/04/02/1812220/google-gets-quake-ii-running-in-html5 [2010] Freeciv (Civilization clone) in Browser. [size=2]http://developers.slashdot.org/story/10/01/29/0323200/freeciv-as-benchmark-of-html5-canvas-javascript-performance [subheading]Stackoverflow posts about html5 games[/subheading] I have skipped simple questions and only gathered questions of performance and structure. My titles are not the same as the posters. [2013] About running a HTML5 game as a native app. [size=2]http://stackoverflow.com/questions/19075208/html5-game-to-native-app [2013] How do I make a multiplayer HTML5 game? [size=2]http://stackoverflow.com/questions/17950739/html5-multiplayer-browser-game [2012] General question about how suitable HTML5 is for game development. [size=2]http://stackoverflow.com/questions/3019499/making-javascript-and-html5-games [2012] How do I prevent players from cheating? [size=2]http://stackoverflow.com/questions/3387057/html-5-games-can-i-secure-the-code-somehow-so-the-game-itself-wont-be-changed [2012] How do I protect the source-code from being stolen? [size=2]http://stackoverflow.com/questions/9612607/protecting-the-sources-of-html5-game [2012] Rendering game elements on canvas. [size=2]http://stackoverflow.com/questions/10961795/html5-canvas-and-game-programming [2012] Second thoughts about HTML5 due to performance. [size=2]http://stackoverflow.com/questions/12513685/performance-issues-with-html5-mobile-game [2011] Is it possible to develop iOS games using HTML5? [size=2]http://stackoverflow.com/questions/7375075/html5-for-ios-game-development [2011] How do I make a game that runs on all browsers? [size=2]http://stackoverflow.com/questions/4859716/how-can-i-use-html5-in-all-browsers-including-ie7-8 [2010] How important is canvas? [size=2]http://stackoverflow.com/questions/6846622/html5-game-without-canvas [subheading]LinkedIn Groups[/subheading] [Present] [size=2]http://www.linkedin.com/groups?gid=3908253&trk=myg_ugrp_ovr [Present] [size=2]http://www.linkedin.com/groups/HTML5-Games-3286077?trk=myg_ugrp_ovr If you have any interesting reads yourself, or statistics of some form then send me a pm or comment below.
  10. mipmap

    My first project "City Scene"

    I liked the windows a lot!
  11. mipmap

    The State of the Indie World

    Here are some thoughts:    I don't know if I agree with your definition of an indie developer. My understanding of what you write is that you see two types of indies: the real ones and then others who are masquerading while being greedy at heart. I think this distinction is a bit too harsh. My view on that matter is that there are many developers and artists who are moving around in the business of making games. Sometimes working for larger studios and sometimes working for smaller ones. Sometimes they are working for free.    Still, it seems that there has been a huge surge of cash pouring into the market of small games. Small games have traditionally been the territory of small game developers, such as indies. As developers and artists have seen that there is money to be made from small projects, lot's of people are claiming a part of the pie. It's a classical gold rush. Also bigger studios and publishers want's a part of it.    I think the profit margins of these small games are shrinking. The large segments of players will be catered by the big studios, who can affort marketing and such. In this sense I think you are right. Big money has grabbed something (a market segment) that once belonged to small developers and hobbyists. One particular aspect of this makes me a bit angry sometimes. The big titles want to keep players and sometimes ship editors with the games, even though there is no possibility for players/content makers to earn money from their efforts. This makes me feel the big studios have grabbed the indie flag and are now using it as a marketing tool. One part of me likes it while another makes me feel cheated, as I'm doing work for the game company for free.   As for the future of the "indie stage": I think there are now there are now more players, more easy to use tools, more content and more platforms to develop on then ever. Even though this current gold rush will end and there might be a app-bubble popping, I think the indie stage will be more prosperous then ever before.
  12. In this entry I will discuss my experience of making a tennis game for the PUTT contest. Architecture The whole project was written in JavaScript as a web application. Mainly because I have worked with web technologies before, but also because I wanted to see what I could do with it. The architecture was to have a global Game() object that contained a Renderer() and Simulator(). The game stepped the simulator one step forward and then moved data to the renderer to draw it. I liked this approach because it seemed simple and the domains would not mess with each other. However, when I tried to implement more complex game-logic such as victory/defeat and powerups it became complicated. A powerup has both graphics and affects the simulator. As a result I scattered these functions both in the global scope and in the Game/Renderer/Simulator objects. It was very messy! In the future I will need to think more about how I implement these things in such a way that it is more modular. I need to use arrays in which I push modifiers and graphics as well as some form database perhaps. Javscript is kind of built to do chaining and modules, so I should look into how I could facilitate that. Even though I referenced all game-related variables such as ball-size and initial velocities into a Level() object, it was still hard to create different levels. I tried but it became hard to maintain and compare levels as they were represented in really long lists. A much better approach is to store all level variables in a local browser database and then load/unload data from there. I started out with using paper.js to render the objects. The framework is built for vector graphics and is ill suited for rasters (sprites). Also it's method for animation was conflicting with the methods of stepping the game. As I removed paper.js from the game I decided not to use any frameworks, I wrote everything from scratch. If I would have gone for a framework I would have had to learn that framework first, before getting productive. In the end I think skipping frameworks was the right thing to do this time. In the future I will need something. Both a DOM manager and also a animations and asset loader. I think I will go for CreateJS, it seems well adapted for Web games. From a simulation point of view the whole games was frame based and not time based. I thought this would be easier and it was. However it becomes tricky to regulate the pace of the game, which is important if you want to regulate difficulty level. For physics it could be hard to do a time based system from scratch (with my skills), so I would again have to use a framework. Anmations are easier though, so I would probably do something time-based there. Physics I used simplified AABB collision detection without corner checks and no gravity. Speed was done simply by having a 2d position and a 2d movement vector. It think it was good enough this time, but I need to find a way to include the corner checks in my next game. It made the balls slide in a glitch manner. Animations and graphics I made a very blunt home made animation system, based on frames. My graphics pipeline was pretty efficient in the beginning, but as the project grew and continued in scope it became very tedious. I worked like this: Make placeholder sprite in paint and bind it into the game. Sketch cars and items with pen/paper based on books and alter their designs to prevent copyright problems. Draw them in Inkscape and export high-resolution .pngs For animations: make N frame-boxes (squares) and draw animation in them. Export whole strip as one image and step through it with javascript where one frame at a time is rendered. For background: make 6 big squares and paint entire background in each frame (the 500x500x9 image became quite big!). This was not good because if I wanted to do a small change and see how it played out in the game I would have to repeat lot's of irritating steps (exporting/moving files/cropping) to get it working. I have to look for a more professional way of producing sprites and managing them. Also, I did not make any resource loader, which made some sprites load slower then others. This in return could result in the game starting without all sprites not ready. Music and sound effects I found an article that described how to sculpt explosions out of white noise. I also found an old tune I made in Garage Band. I used these assets as sound effects. I knew I would not be able to make a fantastic job in this area so I decided to leave it at the most simple level. Implementing it into the code became a little problem. HTML5 and Javascript supports sound, but the variables that handled the music and sounds went in as global variables. This was bad so in the future I hope I can find some kind of sound manager. I had the same problem as with the images - they were downloaded asynchronously (in the background) and some of them started to play too late. Furthermore, a sound object in JavaScript can not be played more then one time at the same time. In the future, I definitely need to find a framework that can handle the downloading and sound effect stacking properly. Feedback and Help I should have asked for more help about physics and collision testing. I was too proud and thought I could handle vector calculations and understand the concepts just by reading about it and drawing on my experience from university classes. I was wrong (I never really understood the courses) and it resulted in one and a half day wasted on nothing while working in a groked up mode. In another case I asked for help just to get attention to get me motivated to continue. This was childish and I need to channel this need in some other way in the future. Perhaps have a twitter feed like the rest of the self-absorbed netizens. Publicity I was posting too many pictures in the gallery. One per day (at some times) was too much. I should have shown more restraint in this area. One of the rules in the article 'How NOT to Market Your Indie Game' (Dushan Chaciej) was that you should not publish every step of progress. I think I will post stuff in a twitter feed instead, If I feel like it. Meeting targets I think I managed to include the mandatory features of the PUTT contest. It remains to be seen... :/ I can see how could improve the game now, but then I would need to rewrite the key structures. It's more fun to move on to another project, but reuse bits and pieces from this game. Motivation and self management The fact that the project was so well specified helped a lot. In the future I will work hard on the initial game design document. The fact it was an entry to a competition part was also important. Not because I necessarily want to win, but because it was a deadline to work against. Featurecreep was certainly a problem like it always is, but the deadline helped my prune the chaos quite a bit. Finally: here is an illustration that I think describe the development process: [sharedmedia=gallery:images:4398]
  13. mipmap

    Highway Tennis

    My first real game (pong-clone) and contribution to the PUTT contest. * Players control cars which drive faster and slower. * Ball is a bomb with a timer. * If you are in proximity of bomb when time is out - you die and opponent scores. * If you miss a bomb your opponent scores. * AI-cars drive on the road and bomb can bounce on them too. It's built with HTML5 tech. You can try it here: http://www.mip-map.se/hwtennis
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