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I Have Created 50 Games in 2014

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Re: I Have Created 50 Games in 2014

#13
post #3

50 games of 1 level and 50 levels of a single game can actually mean the same thing, effortwise.

Similar effort, but you'll learn a lot more making 50 games.

Each game will have different mechanics, require different data structures and have to be designed separately. Each game will be fun for different reasons (or fall flat for different reasons). With 50 examples your intuition for what works and what doesn't work will be better.

Paul Graham could have invested a similar amount of effort over the past decade by working at one company. But by advising hundreds of startups his skillset & knowledge is much more broad and useful.

And if I had a game studio, I'd hire someone who'd finished 50 games last year in a heartbeat.

Re: I Have Created 50 Games in 2014

#14

How hard is it to make html 5 games portable across different devices with different screens ? Do "html5" game devs mainly use game maker studios that handle the export for different devices or is it better to do that "by hand", if latter, does anyone know for a good resource on that ?

That's pretty tricky to do at the moment sadly, JS isn't quite there yet.

As you can see with the HTML5 games in this collection, raw JS is quite unpolished.

If you ask me, I think handling all the little things manually is probably best at this point; JavaScript is actually quite a slow language, so frameworks do introduce noteworthy overhead. For example my old computers do NOT like Unity's HTML5 export at all, and current smartphones can be easily bogged down by bad code too. So hand-optimizing it is the way to go at this exact moment.

I think this is why people are investing so heavily in WebAssembly: it'll allow the actual language primitives to be abstracted out in different directions, and provide higher performance to boot. At least if they get the implementation right :P

Re: I Have Created 50 Games in 2014

#15

Kenta Cho is someone I admire a lot. I have to admit that of the 50 browser games, I didn't actually find a lot that I really liked. However his Windows games (most if not all have been ported to X) are incredible. Each one is a gem. They aren't always polished, but the ideas in them are really, really good. Of course you have to like retro style shooters ;-) Thanks for posting this. I keep meaning to read his blog,…

Where can I find all the X ports?

Re: I Have Created 50 Games in 2014

#16
I noticed that some of these 2014 games (in particular the first one) are created in Flash, which to me suggests that there are still some purposes within rich web media it suits better than the plain web html5/css/js stack everyone is trying to kill it with. I really hope support for Flash isn't widely dropped before we can replicate its utility for richly interactive media in our new standards. (The web seems now just for websites and web applications rather than more rich games and animations.)

Re: I Have Created 50 Games in 2014

#17

I noticed that some of these 2014 games (in particular the first one) are created in Flash, which to me suggests that there are still some purposes within rich web media it suits better than the plain web html5/css/js stack everyone is trying to kill it with. I really hope support for Flash isn't widely dropped before we can replicate its utility for richly interactive media in our new standards. (The web seems now j…

I don't know, a lot of the games here are simple enough they can be made in HTML5/canvas. In fact, their written in Haxe, and that can target HTML5 as an export (performance might be a bit touchy though)

Re: I Have Created 50 Games in 2014

#18
I love that there's a visual theme throughout the games, you can see that it is the same person behind all of these. Somehow looking at this diagram makes me feel very soulful. I'm not sure why.

Re: I Have Created 50 Games in 2014

#19

I noticed that some of these 2014 games (in particular the first one) are created in Flash, which to me suggests that there are still some purposes within rich web media it suits better than the plain web html5/css/js stack everyone is trying to kill it with. I really hope support for Flash isn't widely dropped before we can replicate its utility for richly interactive media in our new standards. (The web seems now j…

Apparently they're not made in Flash, they're made in Haxe[1] + OpenFL[2]!

Flash is just one of its export targets. Haxe + OpenFL also supports HTML5.

Here's the framework the person seems to be using: https://github.com/abagames/mgl

[1] http://haxe.org/

[2] http://www.openfl.org/

Re: I Have Created 50 Games in 2014

#20
post #14

How hard is it to make html 5 games portable across different devices with different screens ? Do "html5" game devs mainly use game maker studios that handle the export for different devices or is it better to do that "by hand", if latter, does anyone know for a good resource on that ?

That's pretty tricky to do at the moment sadly, JS isn't quite there yet. As you can see with the HTML5 games in this collection, raw JS is quite unpolished. If you ask me, I think handling all the little things manually is probably best at this point; JavaScript is actually quite a slow language, so frameworks do introduce noteworthy overhead. For example my old computers do NOT like Unity's HTML5 export at all , an…

You might be surprised: https://playcanvas.com/explore
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