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Found 66 results

  1. screenshot_2.png

    From the album Pixel Memory

    Screenshot: Pixel Memory
  2. screenshot_1.png

    From the album Pixel Memory

    Screenshot: Pixel Memory
  3. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter WEBSITE ADMINISTRATOR We are seeking a talented and keen Web Administrator. The Web Admin will perform periodic updates, improve the design of the official website and enhance user experience of online content, including a web comic and blogs. Your tasks will include: 1. Manage online content for company website. 2. Enhance existing aesthetics and user experience for web properties. 3. Work with team leads to institute content calendar for company website. 4. Help implement strategies to increase website traffic. 5. Proofread content. 6. Remain current with emerging web technologies. 7. Attend weekly remote team meeting. REQUIREMENTS To be successful in this position, following requirements apply: HTML, WordPress, CSS expertise. SEO basics Outstanding communication skills. Ability to complete tasks remotely without supervision. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  4. Just released another version of DRTS. You can play it at https://distilledgames.itch.io/distilled-rts Picking Maps I improved the UI to preview maps before starting to play with bots. Now it is easier to find a map you like and see what you are getting into before starting the game. Camera Controls In addition to earlier input methods, you now can control the camera also via keyboard: To pan, use arrow keys, for zoom plus and minus. To improve onboarding, I added buttons for controlling the camera. This visual addition to the UI should help new players notice that the field of view can be changed. Under The Hood To prepare for competitive games, the map generator was improved for exact symmetry of edges in generated maps. Pathfinding now yields optimal paths in more cases.
  5. Habbo Beta (temp name) is an ambitious project that involves making a copy of the Habbo Hotel game for the sole purpose of improving the original work and bringing a new message: educating teenagers through Staff activities, Events, Meetings and more yet.We created a survey a while ago to find out what the Habbo Players think about their game, and we decided that in this project we will eliminate some features, add new features, bring back some of the old Habbo's stuff for the more nostalgic and improve a little everything. Knowing what the Players want is essential to build something that really works!To do all this we need YOUR help! We are willing to make a contribution to all those who will help us in the Graphic Design or / and Programming, so if you think that your known graphics can not remain on the sidelines or your skills in programming must be exploited, contact me on Skype: vinx33 if you want to participate in our project !!Preferential requirements:To be at least 16 years of age;Currently we are looking for:Pixel art graphics;Developers;and some managerial roles;
  6. I want to make a html5 canvas / javascript game, similar to agar.io. I know a little node.js, and I think I understand the way online multiplayer works, but now that I do understand I realize it's gonna be a ton of work if I want to do it from the ground up with something like socket.io. My question is: are there libraries that can help with the multiplayer aspects of my game (sending game packets, etc.), and if so, is the performance for that library fast enough to run my game? (has a latency at least as low as agar.io)
  7. Hi, We are about finished with our new word spelling game: "LettersFall 110%™". We need help testing the Android version of the game now. You can get everything at below GitHub web page: https://github.com/JeZ-l-Lee/LettersFall_110Percent (Android version link on Google Play, HTML5 version link, & full source code) Game source code is 100% M.I.T. open-source! Game was made using current AppGameKit 2. Let us know about any issues or suggestions for improvement. Many thanks! JeZxLee
  8. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter WEBSITE ADMINISTRATOR We are seeking a talented and keen Web Administrator. The Web Admin will perform periodic updates, improve the design of the official website and enhance user experience of online content, including a web comic and blogs. Your tasks will include: 1. Manage online content for company website. 2. Enhance existing aesthetics and user experience for web properties. 3. Work with team leads to institute content calendar for company website. 4. Help implement strategies to increase website traffic. 5. Proofread content. 6. Remain current with emerging web technologies. 7. Attend weekly remote team meeting. REQUIREMENTS To be successful in this position, following requirements apply: HTML, WordPress, CSS expertise. SEO basics Outstanding communication skills. Ability to complete tasks remotely without supervision. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  9. http://leekeechild.uw.hu/tileremover/ Tile Remover is the mix of classic bubble shooter and falling down block puzzle. Try to remove all tiles from the playground. Colored tiles are falling down one by one in each round and you must place them how the same colors shall be alongside. If you make a group of tiles [by at least 3 tiles] from same color then them will be removed. When you skip more than 1 or 2 round(s) without making a group then a new line with tiles will appear of the bottom side of playground. Keyboard controls are: left arrow - move left right arrow - move right down arrow - speed up Watch video here: https://youtu.be/d8cavOQ4njQ
  10. Today I released a new version of DRTS. You can play it now at https://distilledgames.itch.io/distilled-rts The changes made since the last release are primarily about the tutorial and playing with bots. Tutorial Hugo Blanco recently helped me test the game. He patiently worked through the tutorial and so I learned about stumbling blocks in there. Based on these observations, I compiled a list of planned changes to improve the tutorial and UI Selecting The Split Ratio When testing the tutorial, we found a problem in the stage which instructs the player to split his unit. In the step to select the split ratio, there was insufficient guidance on how to proceed. I implemented several changes to improve this and also make the UI for this easier to use in general: In the tutorial step, visually point out a location the player can click on to complete the step. This is done by displaying an arrow pointing to the slider control. Make the slider control react to moving the mouse over it, to help understand that we can interact with this thing. Make the slider control work the same way with all mouse buttons. The video below shows how this part of the tutorial looks like now: Some other improvements made in the tutorial: Enable the player to complete the tutorial without relying on external instructions about camera controls: In the tutorial, the camera automatically follows the action to make sure the player can always see everything of interest. The visuals to draw attention to objects to interact with now also indicate if the player should use a specific mouse button. Playing with Bots There are now more maps to play on. You will find a new map each time you start a game. I expanded the map generation function to create symmetric maps. With this release, you will automatically get a symmetric map when starting a game. Since the last release, several bugs have been fixed: Fix a distracting visual glitch discovered by Hugo: Avoid splitting a unit when the resulting units are going to be merged in the next progress step anyway. Game World Movement: Opponents units block each others movement on opposite edges. Game World Movement: Opponents unit blocks movement from node to edge. Game World Combat: Make unit attack the unit blocking its movement with the highest priority.
  11. Hi, You can get everything at below URL link: http://16bitsoft.com/2017/12/07/new-project-digital-crack-started/ Enjoy! JeZxLee
  12. I am working on a multiplayer real-time strategy game. This game focuses on the core of real-time strategy, forgoing resource gathering, base building, and unit types. You can play it in your web browser on https://distilledgames.itch.io/distilled-rts The current version contains an interactive tutorial and an option to play with bots. Note that the camera controls are not yet explained in the tutorial. Here is how to control the camera: Camera panning: Hold down right mouse button and drag to move the camera Camera Zoom: Use the mouse wheel to zoom.
  13. 2017-12-18.DRTS.play-with-bot.png

    This screenshot shows a game with the new bot and map. Screenshot from the DRTS Devlog at
  14. Following the plan from last week, I expanded the web port of the DRTS game. You can play this new version at https://distilledgames.itch.io/distilled-rts In the upper right corner of the screen, you will now find a button to access the main navigation, and from there, you can start new games. Besides the tutorial, you can also play on a larger map with a bot. To make this a bit more of a challenge, I spent a few hours on building a basic behavior for the bot. It will spread out, conquer more and more area on the map and eventually overrun you if you don’t act. I also started implementation of the map generator, which is used to generate random maps, and the new map you see is coming from this generator. A good part of the map generation functions are already implemented, but it needs some more work, most importantly to enable symmetrical maps. Symmetrical maps will come with a future release, as well as a user interface to customize the map generation process. The screenshot shows a game with the new bot and map.
  15. Stick City

    Stick City, a GTA style 2d game made for all devices (HTML5) Collect cash as you avoid the police and the traffic. Try to survive for as long as possible. The user with the most collected money goes to the top of the leaderboard. Play the game on lagged
  16. In part 1, I wrote about a difficulty endemic to just about any porting project, the importing and trans-coding of data to different formats. Here in part 2 I'll cover a few of the trickier engine architectural differences that exist between the original engine for Static:IT (Selenite) and the new engine that will support it (base-code from 96Mill and Revel Immortal) Different Origins Originally designed to support editor-only development of Adventure and RPG games, Selenite was a successor of the S3Engine (The Lost City of Malathedra); and shared many simularities with the primary exception being that S3 was designed such that scripts and associated resources were to be written in external tools, and the S3Engine was a pre-compiled exe run-time, that read and executed the scripts and resources. Selenite on the other hand, was an IDE, where game objects were added via a tree-view interface, along with resources; and the IDE was responsible for processing and packaging these resources for optimal end-use. The resulting resources were likewise run next to a pre-compiled SeleniteWin32.exe There is a relatively large expanse of time between the creation of Selenite in 2009, and the creation of Engine4 (or EngineIV ...it's not really important) in 2013; E4 represents several massive shifts in the way I build engines at least as of the time of this writing. It's in HTML5/JS, runs in the browser, and is 'wrapped' for platforms/services that only except exe, etc. It's heavily designed around The Trinity Pattern which is a design pattern I developed to aid in making a game expandable, without breaking save-games, or amassing technical-debt with each release. Dependency Injection and Law of Demeter are used heavily to reduce coupling It's a series of engines, where for each new game we clone the engine code of a game most like it; and features are selectively merged backwards if they're desired. Each game's run-time is optimized to that game, without regard for other games. This is to avoid having to square new features or feature modifications/removals against existing games. The Problems It became clear early in the port, that I was going to have an issue with the difference each engine handles a concept which I refer to as residency. In Selenite, there is the the Game class, which has a list of Room classes, and each of these rooms had a list of Actor classes; and when the game was loaded, that tree structure would be created and resident in memory; addressable at all times. ...not a terrible design, but one I had departed from a while ago; the primary issue is that Selenite mixes the issue of State and Runtime ...that is, objects are in charge of their runtime representation, mechanics and non-persistent state and they also hold their persistent (save game) state as well. In Engine4, the there is a separate class for a game object's persistent state, as well as its runtime. This allows an object's state to be retrieved, and passed into the construction of a newly minted runtime object. runtime objects can be created and destroyed at will, with its separate persistent state living on. This explicit separation of persistent state, as well as the tear-down and reconstruction of game objects is really helpful in allowing for game changes, additions/updates; without breaking previously saved game-state. ...however! That is really not important in the context of porting Static:IT So, the residency scheme in Engine4 (well new Static:IT's copy of it at least) needed to go, it simply wasn't worth trying to massage the wealth of code to deal with alternate mechanisms for modifying non-resident runtime state when I could bring the engine into alignment with the original needs. ...and thankfully, due to dependency injection and law of Demeter; the change was easy. Instead of creating and destroying each room, and its actors as the player traversed them, I was able to shift the code, changing mostly top-level factory functions, to create and maintain the total list of rooms and actors at start. ...in Part:3 I'll cover issues pertaining with porting the scripting from Lua to JS
  17. 'lo again all. I mentioned in my previous entry that I've been porting our 2009 release, Static: Investigator Training which is a C++/Direct3D/lua fmv horror adventure; to html5/js (canvas) using the base code from 96Mill and Revel Immortal as a starting point. The process has been going well, however there have been some sticky spots. extracting the original data from binary files atlasing approximately 300mb of png compressed graphics mimicking synchronous co-routine functions lua provided in JS differences between the original engine and the new engine re-re-remembering that everything takes way longer than you think it will I attacked what I thought would be the hardest problem first, which was extracting the original binary data. There were two forms of binary file classes.bin and game.bin; where classes.bin represented the data classes or 'templates' that described static, shared (by flyweight pattern) attributes for all three object types; game, rooms and actors. ...and where game.bin was in the exact form of a save-game, that represented a new-game initial state. That is representing the actual objects, their relationships (game has rooms, room has actors), starting attributes (position, animation, alpha, etc.) I used NodeJS to parse both of these files and export json equivalents of each file for easy access of data; I also took this opportunity to have computer assistance for renaming/transforming members to better match what the new engine would expect. Next I began to import the existing resources, which involved preparing them for a lot of atlasing Audio was simple, save for the shear amount of it; when starting a new HTML5 project; you always take size and amount of resources into consideration; it's like climbing Everest (not that I ever have) but everything you include needs to be downloaded by the user who is expecting a snappy game on their probably outdated tablet ...so you're careful. I didn't have any such luxury in the port, the final sound effect atlas came to 10 minutes; which should be fine. ...thankfully voice files are not atlased, as there is over 500 of them. In addition to atlasing, all of this data must be trans-coded as well, from source formats such as .wav, to deployment formats of .ogg and .mp3 ...why both? because depending on which device/browser/version you encounter some are only capable of running one or the other ...and some which are capable of playing both, are better at playing one than another ...and some devices outright lie. But this has gotten better over the years.
  18. Components and Messages in Unity

    Up to now, I have had a tendency toward monolithic classes when developing in Unity. My experience has always been with the typical object-oriented approach (with the exception of when I was developing using batari Basic), but I’ve been trying to train myself toward small, reusable components with focused purposes. I’ve had some good success lately, breaking larger scripts into smaller ones and using interfaces as a means of communicating between components where possible. public class ReportAttack : MonoBehaviour, IDamageable { public Team team; void Start () { team = GetComponent<Team>(); } void IDamageable.TakeDamage(MonoBehaviour from, DamageType type, float amount) { var attackerTeam = from.GetComponent<Team>(); if (team && attackerTeam && team.team != attackerTeam.team) Debug.Log(gameObject.name + " says: I've Been Attacked by " + from.gameObject + " on team " + (attackerTeam ? attackerTeam.team.ToString() : "no team") + " with " + System.Enum.GetName(typeof(DamageType), (DamageType)((int)type << 1)) + " (" + (int)type + ")"); } } While I’ve been fairly satisfied with the use of interfaces for calls to multiple or unknown components, I recall fondly the rapid development and flexible approach provided by utilizing messages in my 2017 Global Game Jam submission, Metalmancer. However, since Unity’s message passing uses reflection (or at least probably does, given that it takes the string name of the event to call), it does not perform particularly well. With that in mind, I hoped to make my own, alternative messaging system which is used much like the existing messaging system, but uses delegates and event handlers under the hood. This was the result. While I felt that I succeeded in my goal of providing a useful interface that hid the reflection-based old messaging system, I was crestfallen once I began running tests. On average, I see a performance increase of about 33% over Unity’s built in SendMessage, with the complication that all components using the new system must inherit from the new MessagingBehavior abstract class, rather than directly from MonoBehavior. Still, given that a direct call (as would be the case using an interface) is still about ten times faster, I wasn’t particularly encouraged by these results. On the other hand, as tomvds said in the Unity forums: Optimization is not about avoiding expensive code. It’s about avoiding expensive code where it matters. Still, stubborn as I am, it’ll be hard to convince myself to use even my own message passing architecture in lieu of more efficient interfaces. Or maybe I should just use an adaptation of wmiller’s Events system. Or I should just stop worrying about it. View the full article
  19. TL;DR: noob non-coding teacher somehow thinks they can build a narrative educational game in WordPress; plz halp how do I games? I'm mostly a teacher with no coding background--I played with teaching myself Java for a bit but couldn't really code anything from scratch. I'm interested in developing (as a hobbyist) an educational game that would be a sort of choice-based narrative branching storyline, a bit like Fallen London/Storynexus. Because it's so storyline based and I don't need crazy 3d animation, I'm considering just building it as a WordPress site with a couple of gamification plug ins to handle inventory and choice consequences. The unique hook is that the game requires (suggests really) that the player accomplish real world building challenges to accomplish your goals. I.e. Your character has to cross a river? Get some popsicle sticks or cardboard or whatever and build a model bridge. Take a photo of your bridge and upload it to your portfolio to continue (and maybe I don't develop this feature right away). I'm in this for three reasons: the educational value for families and teachers, the storyline and world I'm building that I'm super excited about, and the fame and massive wealth (just kidding but it has to have to potential to pay for itself). Before I sink too much of my life into this, I want to know more about what I'll need to do to make it work. Specifically my questions are: 1) I get that WordPress isn't optimal for developing games. But can I do it or will I have to learn a new engine because I can't make do what I want? (And if so, what's a better engine with low-to-no coding prereq that will still allow me to sell my game?) 2) How do I budget for a project like this? (The link to the Reddit post about legal fees was very useful thank you) 3) What are the additional considerations when creating a game like this intended for children with adult supervision? (Obviously privacy, and I need to cover my assets in case some kid takes "go build a bridge!" too literally and gets hurt with mama's table saw in the garage...) 4) Is this not the forum for this since what I'm talking about is something more like educational narrative fiction and certainly not the spectacularly complex and amazing projects you all are working on? Thank you for any and all thoughts.
  20. Hello, I am looking for an amateur team to join. I don't have experience with unity but am an advanced full stack .NET developer looking to broaden my horizons. If anyone is willing to take on a newbie in the game development world I'm confident it will benefit both of us in the long run.
  21. surviv.io

    Hi all! Long time no post. We've been on extended hiatus from game development for several years, but came out of hiding to develop a fun little browser game. It's called surviv.io, and you can find it (appropriately) at http://surviv.io. It's strongly influenced by way too many hours spent playing PUBG. Spawn in, grab some loot, and be the last person standing. Please check it out and let us know what you think!
  22. Just finished making latest WebGL demo for my game engine: http://esenthel.com/?id=live_demo Let me know what you think, as of now only Chrome and Firefox can run it. Edge, Safari, Opera have some unresolved bugs at the moment.
  23. Space Recker

    Probably one of the hardest Space Shooters you ever play, try your luck MOve with arrow keys, SPACE to shot, you can get hit only 3 times.Good Luck Available HTML5 , Windows,MacOS and Linux , Get it on: https://gamejolt.com/games/spacerecker/297429
  24. NEED FEEDBACK!

    https://www.kongregate.com/accounts/IMakeBadGames Click "Cube Rain" below. Please tell me what all of you think of it
  25. Hacking Francois DIY

    From the album Francois DIY 2017

    Francois DIY is written in 100% JavaScript and runs quite smoothly on the PC environment. Currently there are no plans to rewrite the code in other languages as there would be little improvement. It is open source and free to hack. I suggest using an editor with a code navigator or function lister for ease of access. There is also a built-in JavaScript debugger as well. Why JavaScript? The main purpose is to allow the app to demo on the browser as well as run on the PC. There are no plans to port to small devices. Possible future port with be on a tablet if they are powerful enough in the future. Not sure if recoding will be done in JavaScript.
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