Show HN: I spent two years working on an HTML5 game. I finally released it
111–120 of 147 posts
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#112http://mtgox.com has a shopping cart that is trivial to integrate and allows people to pay with their bitcoins (also buy some if they don't have them yet).
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#113Demo uploaded to mediafire because I don't want to completely kill my server: http://www.mediafire.com/?hh5x0jcvvkiwd5i I tried to get it out fast and just barely tested it, but it should be stable. The demo has three bosses, ~25 areas, and a good taste of the gameplay. My server seems to be intermittently dying, so Chrome Store link for anybody interested in purchasing (buying through my site would be preferable, th…
Long time indie game developer here; if you're looking to make money from this, you need to have the demo playable directly on your website. A back of the envelope calculation suggests that serving the game even on S3 would cost $2 per 1000 players - much less elsewhere (I use 100tb but that's overkill for you). I don't know if you're keeping track of the conversions - from hit to download and hit to sale - but you s…
I clicked on the article link expecting to be able to play something straight away without installing anything, given that it's HTML5. Also considering the epicness of such a personal and time consuming project, I was surprised to find a youtube video, followed by a payment decision.
OTOH if I'd been playing a demo already while while being entertained, converting to a paying customer, would have been much more likely.
I say all this of course, because given what I saw in the video, it looks awesome and want you to be rewarded as much as possible for your efforts.
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#114Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#115Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#116Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#117Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#118Earlier quoted context omitted.
> If javascript could run outside of the browser, I'd use it for everything. node.js?
I think he meant javascript running client-side outside the browser. The closest analog I can think of is ActionScript in Adobe Flash/Air/Flex, but that's not a mast I would lash myself to right now.
It's kinda a drag though because AIR actually provides a fantastic cross-platform solution for desktop apps. Even thought they are in ActionScript, it's extremely similar writing Javascript apps that have model binding.
I feel like I've tried every cross platform environment from AIR to Titanium to Java/QT to RealBasic, to Mono and none of them are quite as easy and predictable to get running as an AIR app. I guess going with straight-up C would be better but nobody on my team has that kind of experience.
Anyway, probably off topic rant, but I think AIR would be a reasonable choice for a desktop game. The main problem with it right now is that it feels like it's gone out of favor and everybody is abandoning the platform.
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#119Looks great! Any chance of IE9 or IE10 support? I hear it's pretty fast for 2D games (certainly in my experience it has higher FPS than Chrome and FF)
Haven't had a chance to test it on IE yet and I don't have access to a machine running it at the moment. I'd be glad if somebody else would be willing to test it or the demo on IE and tell me how it runs.
The doctype detection also seems to drop it into quirks mode. You could probably fix that by using a standards doctype, but you could also just put in the meta tag that forces IE to run in standards mode for quirks documents.
Re: Show HN: I spent two years working on an HTML5 game. I finally released it
#120Demo uploaded to mediafire because I don't want to completely kill my server: http://www.mediafire.com/?hh5x0jcvvkiwd5i I tried to get it out fast and just barely tested it, but it should be stable. The demo has three bosses, ~25 areas, and a good taste of the gameplay. My server seems to be intermittently dying, so Chrome Store link for anybody interested in purchasing (buying through my site would be preferable, th…
Long time indie game developer here; if you're looking to make money from this, you need to have the demo playable directly on your website. A back of the envelope calculation suggests that serving the game even on S3 would cost $2 per 1000 players - much less elsewhere (I use 100tb but that's overkill for you). I don't know if you're keeping track of the conversions - from hit to download and hit to sale - but you s…
I'm not sure about the cut-scene advice. Yes - I can see you loosing players but It's part of what makes this game feel very retro. Sure, you could tweak it a bit and do the cut scenes a bit shorter. Also you should add an option of skipping the cut-scenes alltogether. I did a replay of the first part and would happilly trade x-x-x with a single escape press.
Agree with the @reitzensteinm. You should have visual reaction to hit. I was kind of expecting it since you had a lot of other visual effects such as screen shake etc.
You've done an amazing job. Do you have a twitter account we could follow? app.net?