Getting Started With HTML5 Game Development . How “HTML5” can be better than native, where to start with the development process, where to go when you’re stuck, and how to monetize and distribute games. Benefits of HTML5. Most of the audience here already sees the value in HTML5, but I want to re- iterate why you should be building an HTML5 game. If you are just targeting i. OS for your game, write the game in Objective- C, the cons outweigh the benefits in that scenario. Yes, you will have to put extra thought into how your game will respond to various screen sizes and input types, and yes, you might have to do a bit of . To some extent this makes sense, but what’s overlooked is the actual benefits The Web as a platform adds. It’s like if an i. OS developer were to build a game that doesn’t take advantage of how touch is different from a mouse – or if Doodle Jump was built with arrow keys at the bottom of the screen instead of using the device’s accelerator. It’s so easy to fall into the mindset of doing what has worked in the past, but that stifles innovation. It’s a trap I’ve fallen into – trying to 1. OS, Android, and Flash – and it wasn’t until chatting with former Mozillian Rob Hawkes before I fully realized it. While emulating what worked in the past is necessary to an extent, The Open Web is a different vehicle for games, and innovation can only happen when taking a risk and trying something new. Distribution for HTML5 games is often thought of as a weakness, but that’s just because we’ve been looking at it in the same sense as native mobile games, where a marketplace is the only way to find games. With HTML5 games you have the incredible powerful hyperlink. No Tears Guide To Html5 Games 2015Collection of Best Interactive HTML5 Tutorials and. HTML5- An Example of Drag and Drop. No Tears Guide to HTML5 Games. HTML5 Canvas KineticJS Drag and Drop. Canvas notearsgame < tutorials. An intermediate tutorial for creating games using HTML5 and Canvas. Because this is a No Tears guide. Step by Step html5 game tutorials. Looking for step by step how tos with code samples to create browser based games. No Tears Guide to HTML5 Games. Arcade-game - Classic Arcade Game Clone. HTML5 Rocks: No Tears Guide to HTML5 Games. No Tears Guide to HTML5 Games. No Tears Guide to HTML5 Games - HTML5 Rocks. If you want to make 3D games like Unity I suggest using Babylon3D framework, very impressive. Links for the community by Salvatore Di Dio. GFK - News; GFK - Project; RapydBox; RapydScript. RuneScape 3 & HTML 5 . Tears of Guthix; The Pit; Tasks. Links can so easily be distributed across the web and mobile devices (think of how many links you click in the Facebook and Twitter apps), and it certainly should not just be limited to the main page for the game. The technology is there to be able to link to your game and do more interesting things like jump to a specific point in a game, try to beat a friend’s score, or play real- time against that friend – use it to your advantage! Take a good look at was has worked for the virality of websites and apply those same principles to your games. Quicker Development Process. No waiting for compilation, updates and debugging in real- time, and once the game is done, you can push out the update immediately. Choosing a Game Engine. Game engines are just one more level of abstraction that take care of a few of the more tedious tasks of game development. Most take care of asset loading, input, physics, audio, sprite maps and animation, but they vary quite a bit. Some engines are pretty barebones, while some (Impact. JS for example) go as far as including a 2. D level editor and debug tools. Decide Whether or Not You Need a Game Engine. This is largely a personal decision. Game Engines will almost always reduce the time it takes for you to create a fully- functional game, but I know some folks just like the process of building everything from the ground up so they can better understand every component of the game. For simple games, it really isn’t difficult to build from scratch (assuming you have a Java. Script background and understand how games work). Slime Volley (source) for example was built without having a game engine, and none of the components were rocket science. Of course, Slime Volley is a very basic game, building an RPG from the ground up would likely lead to more hair pulling. Choosing Between a “Game Engine” and a “Game Maker”Most of the typical audience of Mozilla Hacks are probably going to lean toward using a game engine or building from scratch, but there is also the alternative of using a “Game Maker” like Construct 2. Using a Game Maker means you won’t actually write in Java. Script; instead, you create code- like events in the editor. It’s a trade of ease- of- use and quickness to prototype/develop vs customization and control over the end result. I’ve seen some very impressive games built with either, but as a developer- type, I tend to favor writing from scratch / using an engine. Finding the Right Game Engine / Game Maker for you. There are so many HTML5 game engines out there, which in part is a good thing, but can also be a bad thing since a large percentage have either already stopped being maintained, or will soon stop being maintained. You definitely want to pick an engine that will continually be updated and improved over the years to come. HTML5. Game. Engine. For a more complete list of engines (meaning there can be some junk to sift through), this list on Git. Hub is your best bet. Learning Tools. If you’re going with a game engine, typically their site is the best resource with tutorials and documentation. Technical Tutorials. Game Design Tutorials. With game development, the technical aspect isn’t everything – what’s more important is that the game actually be fun. Below are a few places to start when learning about game mechanics. Helpful Game Tools. User Retention, Monetization and more. Full disclosure here: I am a co- founder at Clay. Making a game function is just part of the equation. You also want players to play longer, come back, tell their friends about it, and maybe even buy something. Common elements in games that focus on these areas are features like user accounts, high scores, achievements, social integration, and in- game payments. On the surface most are typically easy enough to implement, but there are often many cross- platform issues and intricacies that are overlooked. There is also value in having a central service running these across many games – for example, players genuinely care about achievements on Xbox Live because Gamerscore matters to them. Clay. io – user accounts, high scores, achievements, in- game payments, analytics, distribution, and more. Scoreoid – similar to above. Development Toolsstats. A Java. Script performance monitor. Displays framerate, and performance over time. Socket. IO – realtime client- server communication (if you’re going to have a backend for your game). A canvas and Web. GL rendering engine. Cocoon. JS – Improves HTML5 game performance on i. OS and Android with an accelerated canvas bound to Open. GL ES. Motivation. Regardless of what you’re building, extra motivation is always helpful. For games, that motivation often comes from surrounding yourself with others who are in the same boat as you – working on games. Games is a competition that is currently taking place at the time of this writing. You have until September 1. HTML5 game that, when compressed, is less than 1. Mozilla runs a game competition every year from December through February with some fantastic prizes – last year’s was an all- expense paid, red carpet trip to San Francisco for GDC 2. Clay. io (full disclosure, I am a founder) runs an annual HTML5 game development competition for students. Last year was the first year and we had over 7. The next competition is planned for February / March 2. Ludum Dare isn’t for tangible prizes, nor is is specific to HTML5 games, but there are plenty of HTML5 developers that participate. One Game a Month isn’t so much a competition as it is an accountability tool. This isn’t restricted to HTML5 games, but many of the participants work with HTML5. The goal is to crank out one game every month. I wouldn’t recommend this long- term since one month is too short of a time to create a great game, but it’s good when learning to force yourself to develop and finish simple games. Help From the Community. HTML5. Game. Devs has quickly become the most active community of HTML5 game developers. Most folks are very friendly and willing to help with any issues you run into.#BBG is the go- to IRC channel for HTML5 games – you’ll even find quite a few Mozillians hanging around. How to Make Money. In- Game Purchases. In- game payments, in my opinion, are the way to go for HTML5 game in the long- term. For now, most HTML5 games don’t have enough quality content, nor the game mechanics in place to get player purchasing items. This is the revenue model with the highest potential, but it’s also the most difficult to achieve by far – not technically, but having the right game. I’d say the best way to learn how to properly monetize your game in this aspect is to take a look at games that do it really well on Flash and Mobile – games from King. Zynga typically have this nailed down pretty well. There’s also some good reading material, like The Top F2. P Monetization Tricks on Gamasutra. Licensing. Where we’re at right now with HTML5 games, licensing games is the strongest, most consistent way to make money – if and only if your game works well on mobile devices. There are countless “Flash Game Portals” that receive organic mobile traffic, but can’t monetize it with the Flash games they have. Their solution is to go out and find HTML5 games to buy non- exclusive licenses (the right to put the game on their site, often making small adjustments) to offer their mobile visitors. Typically non- exclusive HTML5 game licenses (meaning you can sell to more than one site) go for $5. Some publishers will do a revenue share model instead where you’ll get a 4. Licensing is the safest way to make money right now, but the cap is limited – the most you’re going to make with a single game is in the $5,0. Advertising. Advertising is the middle- ground between in- game payments and licensing. It’s easier than in- game payments to make money and with a higher potential cap than licensing (but probably less than in- game payments). It’s easy enough to implement ads: just pick your ad network of choice (be wary of Adsense’s strict terms) and implement them either surrounding the game, or at various stopping points. The commonly used ad networks are Lead. Bolt for mobile and CPMStar for desktop. You can also use Clay. Distribution. The final stage in a game’s development is distribution. The game is done, now you want people playing the game!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
September 2017
Categories |