Earlier quoted context omitted.
I don't think they really care about earning money from their original games. They give out team fortress 2 for free, and has been actively maintaining it all these 9 years. They sell all value game as a bundle for like $20 last year. On the other hand. Others like battle.net, origin, uplay are just other game companys trying not to give away 30% cut of their new hot game by selling at valve's platform. They will pro…
This is just called Free to Play. Look up how much money TF2 made on hats.
Gameroom
131–140 of 173 posts
Re: Gameroom
#132You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
PlayCanvas is generating WebGL games that run on mobile and download in only a few megabytes. You can generate great WebGL games today.
Re: Gameroom
#133You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
Please don't associate WebGL being bad with Unity being bad at exporting to WebGL... PlayCanvas is generating WebGL games that run on mobile and download in only a few megabytes. You can generate great WebGL games today.
Re: Gameroom
#134Earlier quoted context omitted.
Please don't associate WebGL being bad with Unity being bad at exporting to WebGL... PlayCanvas is generating WebGL games that run on mobile and download in only a few megabytes. You can generate great WebGL games today.
that doesn't solve the problem that webGL is both very slow, and is completely nonfunctional for a large amount of users. https://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists
And slow compared to what? Flash? Canvas 2D?
Re: Gameroom
#135Earlier quoted context omitted.
As a counterpoint, for the few games I do play, I far prefer to use my real Facebook identity. Words with Friends in particular is most fun when I'm playing against my real friends. I also really like QuizUp.
Dinky little mobile games like words with friends fall into a different category than pc games. They are time-killers, and your gaming identity is not tied to an avatar that kicks ass in a virtual world. Your real identity for mobile games is simply to make finding someone to play the dinky game with easier on your phone.
Re: Gameroom
#136Earlier quoted context omitted.
> It is fast, easy to use, nice sales/cheap in general, downloads are quick. I feel like we're using different clients. My steam client is slow, clunky and often gets in the way of games. Yes, the sales are cheap, and the downloads are quick, but that's irrelevant to the client.
How are the downloads fast? Mine seems stuck on 3-5Mb/s...
Re: Gameroom
#137Re: Gameroom
#138Earlier quoted context omitted.
Is it just me or is the "Install Now" button broken? I'm on a Mac but I would've assumed I could download the .exe file.
It literally says "Available for Windows 7 and above" with an unmistakable Windows logo :).
Re: Gameroom
#139This feels and loads games like my moms Pogo games. Not a good start.
Re: Gameroom
#140You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Uni…
Any sources for this ? I know that WebGL adds overhead but for the simplistic kind of games (your run of the mill Unity games) you should have no trouble staying above 30 FPS, especially if you're smart about it and optimize to reduce draw calls. I would assume that most PCs out there have WebGL support by now (at least over 70%) considering how low the requirements are
>Until web assembly is live and has good adoption
I don't see how WebAssembly helps much - it primarily reduces the load time and download size with the binary encoding - but you can get similar levels of perf with ASM.JS and you still need to go trough same WebGL API as the DOM.