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  1. Hi, I would like to invite you to submit your games to the IX F&S Play Indie Awards. The deadline is October 31th. It´s free to submit your games. F&S Play has established 1 award of 7,000 euros for the best Indie Game Category. The 10 finalists will also receive a free Booth for showing their games in the F&S Indie Zone. Check out the rules here: F&S Play is the new name for the previously called AzPlay (Bilbao, Spain). It has become consolidated as one international reference for the promotion of new projects, awarding prizes every year to the most original, creative and innovative independent videogames of the moment. Over 1.100 projects from the 5 continents have been received during these 8 years and over 250,000 euros in prize money distributed. The integration of AzPlay in a festival as renowned as the Fun&Serious reinforces both events and consolidates the Fun&Serious in the international scene. More info about past Fun&Serious editions here: http://www.funandseriousgamefestival.com/ More info about past AzPlay editions here: http://www.azplaybilbao.com/en/ediciones-anteriores/
  2. Hi, I would like to let you know this open call for participation of indie game developers in AzPlay, the Spanish festival of indie games. Its deadline is September 14th. AzPlay has established 5 awards of 5,000 euros for the following categories: best original idea, best visual art, best sound – music, best playability and best Basque videogame. Some of the finalists will also take part in the Nordic Game Discovery Contest. AzPlay has become consolidated as an international reference for the promotion of new works, and has granted awards every year to the most original, most creative and innovative independent videogames at the time. Over 750 projects from the 5 continents have been received in these 7 years and over 220,000 euros in awards have been given out. Those people wishing to present their projects must enrol using the form enabled on the Web prior to 14th September. The finalists chosen will be published on 10th October. Consult the rules here: http://www.azplaybilbao.com/en/rules-2017/ Best regards
  3. Advergaming Advertisers of all types - including companies, institutions, or brands - are using video games to get their message out to the people. Advergaming is a resource used repeatedly for those target markets that identify with video games. Sometimes, they're even used to seduce all types of audiences. We're going to look at some of the advantages offered by games developed in HTML5, a technology that allows video games to be created and played on any modern device, such as laptops, PCs, mobiles, tablets, or even SmartTVs. You don't leave anyone out HTML5 is a technology that is present on any device that has a web browser, meaning you're not excluding any audience. A large number of people can play your game without worrying about what device to use. They can start a match from their mobile while travelling on the underground. Later, at work (during a brief break when the boss isn't looking), they can try to improve their score on the office computer. When they get home, they'll feel the urge to try to beat their record, something they can do from their tablet while relaxing on the sofa. After dinner with some friends at home, they can play each other on the living room TV. It's immediate You don't have to download or install any apps, meaning you can avoid capturing a user without then having to make them wait to download it. Thanks to HTML5, playing is quick-just go to a website and play. Easier to publish You publish it just as you would any other web page. It's immediately available to any user. It isn't necessary to wait for several days or even weeks for your game to be validated at shops like the App Store. Plus, you don't have to submit your games to those shops' rules and regulations, which sometimes don't allow everything that the developers or advertisers would like published. Also, if you want to make a change to your game, you don't have to go through the uploading and approval-process waiting all over again. You can do it directly and immediately. Easier to promote Forget about crowded shops full of apps where every promoted installation costs you several dollars. You can use the promotion and marketing channels of the web itself, which are the cheapest and best developed. You can use public relations techniques to get the digital, and non-digital, media talking about your game. What's more, there are thousands, yes thousands, of game portals where you can publish your game and generate a larger audience completely free. It's also easier to share. What's easier than sharing a URL? A web address can be shared a thousand different ways: on social media, by email, word of mouth, writing it on a napkin, etc., etc. If sharing a URL is easy, playing a game on that web address is even easier-just go to it and play. Easier to measure Instead of having to measure several different channels, you only have to focus on one. It isn't necessary to use several tracking, monitoring, or analytic services to check out the main performance indicators of your advergaming campaign. You can use more popular services, such as Google Analytics, or any of the more complete solutions there are out there today for websites and Single Page Applications. Encouraging the use of standards HTML5 in this case. This way, you're helping small companies use this standard to create new and amazing products, instead of paying big companies for their proprietary products. Encouraging technology standards is more democratic and lets everyone grow. Conclusion If you are facing the development of an advergaming title give HTML5 a try. You will be able to be on more devices than your client has ever imagined. You also get extra benefits, such as improving the visibility of your game and better tracking.
  4. Hi,   I would like to invite you to submit your games to the VII AzPlay Festival of Independent Games. The deadline is September 30th. It´s free to submit your games.   AzPlay (Bilbao, Spain) has become consolidated as one international reference for the promotion of new projects, awarding prizes every year to the most original, creative and innovative independent videogames of the moment. Over 500 projects from the 5 continents have been received during these 5 years and over 200,000 euros in prize money distributed.   Those people wishing to present their projects must enroll using the form enabled on the https://goo.gl/75YMmN prior to 30th September. The video game finalists will be published on 17th October 2016. Check out the rules here:   http://www.azplaybilbao.com/en/rules-2016/   AzPlay has established 5 awards of 5,000 euros for the following categories: best original idea, best creative design, best sound – music, best playability and best Basque videogame.   More info about past editions here: http://azplaybilbao.com/en/   Best regards   Jose Maria Martinez, ‘Hafo’ Coordinator at AzPlay
  5. Disclosure: I am the CMO of WiMi5, an online HTML5 game engine, which is mentioned in the article. Onine video game engines are a new concept for many developers who are used to using desktop tools. In this article, we're going to go through the advantages and disadvantages that a solution like this offers when compared to the classic desktop ones. It must be kept in mind that some of the advantages described here don't exist yet in any online video game engine, but they should be possible at a technological level. In some cases, they're advantages that we've already seen in other types of creative collaboration and online solutions and they would be perfectly applicable to an online video game development engine. The tendency to use web applications to perform tasks that used to be done in desktop applications is nothing new. The revolution of Software as a service (SaaS) and of the first projects using applications with centralized hosting goes back to 1960. It's a tendency that has been developing faster and faster in the last few years thanks especially to all the new web technologies that have come out recently. We've seen this evolution in all types of services and tools, some of which are listed here: email: perhaps the clearest example is email. More and more people manage their personal and business email from a browser. Email management web applications, such as Gmail and Outlook, have become more efficient, usable, and productive, and are used on a massive scale from any device. office IT: this is another clear example of how different office applications, such as text editors, spreadsheets, presentation editors, etc. have migrated to the web. Since 2005, Google Docs has progressively been creating an alternative to the classics, Microsoft Office for Windows or iWork for Mac. In fact, Google claimed in 2015 that their their plan was to take away 80% of Microsoft's business from MS Office. Microsoft's response, launched in 2011, was an online version of their suite, Office 365. Here's a great comparative analysis of both solutions. image editing: in this area, there is no clear success story like in the other two areas above, but many initiatives have come up in the last few years to rise up as the model for the online Photoshop. Examples such as Pixlr.com or Fotor.com show the potential of this type of web app. In any case, even if they aren't as widely received, image editing webapps are integrating themselves well into other types of services. One example of this is how Aviary (later purchased by Adobe) integrated itself as the image editor inside the newsletter management service of Mailchimp. The basic image editing functions are integrated into the online newsletter creation process, easing the workflow for the campaign author. There are definitely many areas where change has already happened or is in the process. The sector of the ERPs and the CRMs is another example. In web page design, we've seen how we've gone from spending the last ten years using tools like Dreamweaver to seeing how WordPress has become the tool for creating 25% of the websites in the world. This last piece of information is very important and relevant to us, because in our judgment, this perfectly represents the spirit of WiMi5: to construct a web environment that allows anyone, from neophytes to professionals, to create a video game, where there is also an ecosystem of people with different roles who collaborate to extend the platform, to create video games or to exchange components to make their development easier. In fact, this is the reason we've adopted our slogan: WiMi5 is the WordPress of video games. Well, let's get on now with the list of advantages and disadvantages of using an online video game engine to develop your projects. Current Advantages of Using an Online Video Game Engine No dependence on platform An online editor allows you to work on any operating system that has a web browser, regardless of whether it's a Mac, Windows, or Linux machine. Nothing needs to be installed since you're accessing via a browser. Access is instantaneous. Permanent saving An online video game engine normally makes saving a project continuous; for example, on WiMi5, all operations are automatically saved. This makes the developer's job easier since they don't have to be saving a project constantly in order to avoid unexpected losses. Security If your computer fails, has a virus, gets fried, is stolen, has its hard drive crash, or is hit by any other type of bad luck or misfortune, it won't affect the development of the video game. All the data are stored on the cloud and available at any time from any device. Immediate updates and improvements Given that the development tool's software is managed directly by the service provider, they can update the current version at any time with a new one, introducing improvements and fixing bugs permanently. This makes updating to new versions of the game engine greatly easier, since the game developer doesn't need to download new versions or install patches. From the web, for the web Finally, there is one advantage that almost establishes itself as an ideological position: Creating content for the web from the web. Because of the speed of distribution, agility, simplicity, coherence, and consistency in the development and creation; the adaptation of the final product to the medium; and an endless number of other reasons, creating content for the web from the web is a winning bet. At WiMi5, we believe the web is going to be the next great gaming platform. And it seems logical to develop games from the web itself if the technology allows for it. This is now a reality with HTML5, and all that's needed is to consolidate and mature the different online video game development tools that are appearing, including WiMi5. Integration with other web services and applications Another advantage that an online development engine offers is the possibility to integrate with other web services and applications. In the purest mashup style, an online video game engine can be integrated, for example, with the APIs of services such as Dropbox, Google Drive, or Box for storing assets; Charbeat or New Relic for analytics; GitHub or Bitbucket for version control; Trello or Wunderlist for task management; any social network; etc, etc. The possibilities are endless. Future Advantages of Using an Online Video Game Engine Version control We've all worked with Google Docs at some point, and we know how well it handles the control of the different versions of documents. An online video game engine based on infrastructure residing in the cloud allows you, as with Google Docs, to control the versions based on the modifications and changes carried out by the developer. Moreover, it should also let the developer be able to decide when to save a specific version and go onto the next. Work in collaboration in real time With an online video game engine, several developers, with different profiles, can work on the same project. A designer may be modifying the graphics of a background while a programmer is defining the parallax for that same background. What's more, they can be doing it in real time, each seeing what the other is doing. To all this, we can add a user management system with different roles to cover the different areas of the development company. Immediate communication In an online, collaborative games development tool, communication can be immediate and very focused on the question at hand. Developers can communicate via instant messaging systems integrated into the tool itself. They can also work with a system based on the comments that are being left about the different elements of the game, such as assets, scripts, etc. Disadvantages of an online video game engine Need for a permanent connection This is something obvious: if there's no Internet connection, you can't use an online service. While there are of course some solutions, such as how Google Docs allows you to work in offline mode, this loses many of the virtues that online development in real time offers. It's also necessary for the Internet connection to have a minimum level of quality as far as bandwidth is concerned. While developing a videogame, very large assets, in terms of filesize, may be used, and working with them can use up a lot of bandwidth. Server access In general, SaaS services are criticized by users who don't have access to a server and the data and files that are executed from it, since this is controlled by the company providing the service. In fact, Richard Stallman considers that the use of this type of service is a violation of the principles of Free Software. In any case, this can't be applied to all SaaS products, since on many occasions, these products have free source code, allowing users to access all the files and source files that make up the service. In any case, this issue has a lot to do with the culture or belief that having all the data on one's own computer is better. The trend now is for this belief to be waning, helped along especially by cloud data storage services such as Dropbox, Drive, etc. Conclusion The online game engines look promising. Some solutions are already working and stablishing new standards of a new way of creating video games. The 3 most interesting examples of online game engines are PlayCanvas, Goo Create and WiMi5. PlayCanvas and Goo Create are both focused on 3D game development while WiMi5 is focused on 2D game creation. WiMi5 also integrates publishing and monetization as main features of its game engine.
  6. Thanks for your feedback martin@282, I will include a disclosure at the beginning.   Regarding your point 1: don´t you think that, if any dependence, it would be dependence on HTML5? That is a standard technology and browser developers should fit their product according to this standard.    Regarding point 5: from the web, for the web. It´s related with all the possible advantages you are proposing.    Finally thank you very much for your suggestions about advantages. 
  7.   Hi sirpalee,   WiMi5 currently does not offer a self hosted solution, but will do in the future. I don´t know if PlayCanvas or GooCreate offer a self hosted solution, they are both open source solutions so you probably can host the solution yourself.   I think that if you want to develop a graphic intensive game, you almost certainly want to build a native app. But if you want to create casual 2D games you don´t have to be so concerned about performance. There is a point to have in mind when you are considering to develop with native or HTML5: the cost of development. If you have to develop a game for the lowest cost at the quickest speed on multiple mobile OS types, a HTML5 game is one of the most preferred way to go. 
  8. Hi HappyCoder,   Regarding the speed: It depends on the point of view: if you want to render or shade an image would you use your own machine or 100 cloud based machines?   I agree with you that WebGL isn´t as complete as OpenGL or DirectX. But look at the initial release of OpenGL (January 1992), DirectX (September 1995) and WebGL (March 2011). Don´t you think WebGL has a good speed in adding new features?
  9. @ferrous - I included a little introduction to what WiMi5 is. I hope it will clarify the context of the article.
  10. (This article is a cross-post of the original article published at WiMi5.com) This is a list of the main HTML5 games publishers and distributors. If you are developing HTML5 games you should know how to distribute or publish your game and which business models you can find in the arena. A list of HTML5 game publishers In this article, I'd like to make a list of the most important publishers of HTML5 games on the international stage. I think that this list of HTML5 distributors, publishers, and portals can be of great use as a starting point for those who are just discovering this world and don't know very well where to begin. The first thing you need to understand is the different types of agents. You have to distinguish between HTML5 game distributors and publishers. Distributors aggregate HTML5 games to offer them to publishers or create whitelabel portals that other websites with high traffic can monetize. Publishers normally have several portals or game sites that generate millions of monthly visitors and that monetize directly, either with ad networks (like AdSense) or dealing with advertisers directly. Normally, these publishers and distributors usually provide an SDK of their own to incorporate your HTML5 game into their system. Generally, they are easy to integrate and usually offer features aimed at analytics, cross-marketing, and monetization via advertising. As for the business model, each publisher's can vary. The community of HTML5 game developers seems to agree that the most used model is the non-exclusive license. This means that you may sell user licenses of your HTML5 games to as many publishers or distributors as you can. In contrast, with an exclusive license, you give the exploitation rights to your game to only one publisher. Choosing one model or another naturally depends on the sale figure. As we mentioned earlier, it is much less common to sell exclusive licenses than it is to sell non-exclusive ones. Finally, some publishers of HTML5 games offer a model based on the distribution of the income produced by the game (revenue share). Depending on the type of game, the publisher, and the traffic the game may generate, this is an option to bear in mind. Main Publishers of HTML5 Games SOFTGAMES This German publisher, headquartered in Berlin, is specialized in HTML5 games and claims to be the largest network of HTML5 games in the world. They work with more than 400 HTML5 game developers, and they have a catalogue of over 350 games which provides them with a total of 132 million game sessions. One of their founders, and CEO, Alex Krug, is an HTML5 evangelist, who usually gives talks at events around the world. SPIL GAMES This Dutch publisher is one of the most veteran ones in HTML5 games. With domains such as game.com, gamesgames.com, or girlsgogames.com, they receive more than 100 million unique users every month. Their game catalogue totals more than 10,000, but most of them are Flash. It's one of the big HTML5 game publishers and one of the first options to go to. BOOSTER MEDIA With 12 million unique monthly users, this is another Dutch publisher to remember. They are completely specialized in HTML5 games, and are present in several countries, with offices in Tokyo, Singapore, and Sao Paolo. GAMEPIX This is a platform for publishing, distributing, and aggregating HTML5 games, based in Rome. They in turn distribute to other publishers in order to get the greatest amount of traffic possible for their games. FAMOBI This distributor, based in Colombia, also has portals such as HTML5games.com. They also offer whitelabel HTML5 game portals to be monetized by websites with a lot of traffic. They are specialized in distributing HTML5 games and have a catalogue of over 300 games. BONGIORNO This Italian company is part of the Japanese giant NTT Docomo. They have several game portals, such as B!Games, Giochissimo, or GamiFive, most of which work on a subscription model. They also have a large network of collaborators, including many mobile operator companies, which eases the distribution of games and the charging of subscriptions. MINIJUEGOS This is a publisher with 4.5 million monthly users, of which 1.4 are in Spain, and the rest in Spanish-speaking countries. They also have other portals, such as miniplay, minigiochi, or minijogos. PLAY.IM This publisher (some games are provided to it by Gamepix) has portals such as yepi, Bgames, or Huz. Many of their games are Flash, but there are more and more HTML5 games. For example, they've launched a new portal called Yepi Mobile which is totally for HTML5 games. In total, they have 25 million unique users every month. Apart from our list of publishers of HTML5 games, there are other ones already out there which are very interesting and which provide different types of information. For example, the forum called Sponsors and Portals (which is only open to registered and active members of this forum of developers of HTML5 games) provides first-hand information by many developers, and is constantly being updated. In general, the forums at HTML5 Game Devs are one of the best ways to get information and contact with interesting agents in the sector, and of course with HTML5 game publishers. Another good reference is the list at TrueValhalla, which has a variety of information, for example, about the type of licenses each portal offers or the traffic each HTML5 game publisher generates. However, this list does not include distributors such as Famobi or Gamepix. Conclusion With this list you can know who are the main players in HTML5 game publishing and what business models are the most used by developers and publishers.
  11. hafo

    A Good Game Engine?

    Hey DuBiousRex  Give a try to WiMi5 It´s a online game editor for creating HTML5 games. Then you can export your game as a desktop or mobile native game. And it´s free.
  12. Azkuna Zentroa (Bilbao, Spain) has set up the 6th edition of the International Festival of Independent Games under the new name of: AzPlay.   AzPlay (previously hóPLAY) has become consolidated as an international reference for the promotion of new works, and has granted awards every year to the most original, most creative and innovative independent videogames at the time. Over 350 projects from the 5 continents have been received in these 5 years and over 150,000 euros in awards have been given out.   Those people wishing to present their projects must enrol using the form enabled on the http://goo.gl/forms/dZozhElZup prior to 30th September. The finalists chosen will be published on 31st October. Consult the rules here:   http://www.azkunazentroa.com/az/ingl/activities/azplay-2015-vi-international-festival-of-independent-games/al_evento_fa   or here:   http://en.funandseriousgamefestival.com/az-play-2015-rules/   AzPlay has established 5 awards of 5,000 euros for the following categories: best original idea, best creative design, best sound – music, best playability and best Basque videogame.   This year, AzPlay will be the ‘Indie’ section of the Fun&Serious Game Festival to be held in Bilbao at the end of November.   More info about past editions here: http://hoplaybilbao.com/en/
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