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Mint Berry Crunch

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Everything posted by Mint Berry Crunch

  1. One link submitted and suddenly an argument. Can't we just stick to the point of this thread?
  2. Waking up at 7am to sit on a bus for 1 hour to get to work to sit on a desk for 8 hours to go home to sit on my desk for 8 hours so I can then sleep for 8 hours. Oh and the fact that the first thing morning has to be a long adventure in the bathroom, no matter what I've eaten or how much, then I have to go back in again to do the same business as soon as I've nibbled on something for breakfast.
  3. A topsite is a competitive thing, no? This is just a list/directory for the game owners to share for the rest of us. I just thought it would be nice to see other people's games out of curiosity and inspiration.
  4. Thanks for making this, Script47.   I agree with the above. Although I don't have a preference on games built from engines are whatnot, the idea was for game owners to showcase their games. It would be nice to see some creativity from the owner's perspective.
  5. Just curious if someone's complied a list of completed games by this community? (I guess Beta would count) I would imagine some people haven't posted theirs in the project subforum.
  6. Not sure about top 5 but my recent favourite is Oldboy. A disturbing but a shockingly brilliant plot. The rest are probably disputed between Lock Stock, The Departed, Saving Private Ryan and Gladiator.
  7. Definitely agree mr_j936. A lot of the successful games do so.
  8. There are games that have become successful over the past 2-3 years. Look at Illyriad or Supremacy1914 as examples. I think these games need to be done with a better finesse and professionalism compared to what we had 10 years ago; we have this mobile gaming/indie gaming revolution to compete with. I am honestly surprised how this whole mafia game malarkey hasn't ended already.
  9. Look at stuff like Supremacy1914 to see how non-persistent games can work along with premium service.
  10. As another newcomer I can agree with spikereloaded on this issue. I have very little knowledge on MCCodes and all these other engines that are discussed on this forum and little interest to look into it. I am not sure if I am being an idiot or if it was intended for people to join this community with prerequisite knowledge on the said game engines, but I can't seem to find concise documentation that explains what these engines are and whether I would want to look into them. Nonetheless, I post here because there are few communities for me to discuss browser game development theory and as long as there are people here to share their ideas and their experiences I will follow these forums and attempt to post wherever I can. I have witnessed an essence of chauvinist arsehole culture where people pick on others on trivial things but in my experience all forums are like this. Add anonymity to any situation and humans act like tossers. It isn't avoidable but it can be suppressed with discouragement from other members. With regards to the lack of good quality posts, I imagine there is probably a lack of posters with the right information and the willingness to be discuss it. After all, this is a site dedicated to people producing web games; people intend to create something and hope it succeeds on the internet, financially and socially amongst players. Inherently, we are all competitors, so I am not surprised to see someone being slagged off immediately after starting a thread about their game or the service they offer. For these reasons I feel that members are constrained to the type of posts they will contribute here.
  11. No worries here, we're all going to invest time and money at the end of day so it's important we get it spot on :)
  12. You misunderstand me. Of course these are all very important factors, but when you're in a thread like this trying to discern who are the best advertising networks then you have to assume that that part of the equation (this variable we can use to quantify the quality/ease of use of your site) is going to be constant. A good website with a good game and easy sign up should be inherent in your design and your delivery of your browser game - discussing things like which site to place your advert should be treated independently. Hence we have a thread here dedicated to advertising and not advertising in conjunction with ease of registration. How to make your site have a good conversion ratio is a different discussion to where to put your advert. I'm not saying your website is irrelevant in the equation, I am saying that when one gives advice about where to advertise they don't know if your site is crap or not.
  13. Mint Berry Crunch

    Crons

    I'll admit I'm a bit confused here. So we have a hypothetical game where players spend energy on stuff. Energy is refilled over time, let's say every hour, but needs a page refresh or something from the user. They leave the webpage on for an hour, come back and find nothing has changed. This is what we're saying right? Surely if the player is any right mind they will at least refresh or click on another page to realise their energy has refilled? Let alone closing their browser and logging back in.
  14. Mint Berry Crunch

    Crons

    Will players not figure out that it isn't javascripted and therefore they have to refresh?
  15. Of course, but I think when we're discussing advertising we have to give the benefit of the doubt and assume everyone's site is in top shape.
  16. I was thinking of rewarding players with premium currency if their referrals buy stuff in the cash shop but I can see how this could be incorporated as well
  17. Mint Berry Crunch

    Crons

    But why is this a problem?
  18. Mint Berry Crunch

    Crons

    I have asked similar questions on other forums and I have been advised to not use them. Some people say it's a sign of bad website design; I don't really know what that means and is probably just a web development standardisation. Others say it's inefficient to update every single user's stat and I don't have a large userbase myself to test whether this is true. Either way, I don't see why I can't do it on page load so I have just gone for that.
  19. Looking much nicer, guys
  20. Correct me if I'm wrong but only the moderator approves what reaches the frontpage? There's a few articles on there and don't know if that's because there's a lack of approval or a lack of articles.
  21. Apologies if this already exists but let tutorials be 'blog' style as opposed to just forum threads. I feel this would add consistency and allow people to follow their favourite tutorial providers.
  22. Similar question I asked here: http://community.bbgamezone.net/game-management/what-makes-you-drop-out-of-projects/   I agree with this a lot. How many mafia recreations are there? Implementing different mechanics is one thing, but the least some developers can do is change the theme!
  23. Anybody had experience with directly paying webmasters for ads on their sites? Like buysellads.com and whatnot where you can buy ads off sites, including game-related ones. I wonder if it's more cost-effective than advertising networks.   Have you tried using stuff like Chrome Web Store?
  24. I was curious if anyone here uses iterative battle mechanics or are battles resolved in one step? I was also wondering if you think there's any advantage of doing so. I was thinking for my game (medieval strategy) that battles should be calculated in steps, as we are dealing with ~2000 soldiers vs soldiers along with perks, morale factor etc. The easy way to do it is calculate strength of each army, compare, determine the winner and do some maths to calculate damage dealt to each other. I was thinking of breaking down the battle into chunks, such that some soldiers get killed bit by bit, and each iteration of killing has some sort of random swing thrown in for some good measure, e.g. up to +-5% for each side. A formula will be written for morale factor, where if the amount of allied deaths increases too rapidly then morale drops accordingly and battles could end half-way. That's all I can think of for now, I don't know if there is room for anything else to throw in that can make it a more dynamic and a more sophisticated mechanic. Perhaps I am overcomplicating something that should stay simple? Tell me if you agree or not. :) Another question would be, how many iterations? Let's say that in my game a player sends his army off to battle and they won't see a battle report until a couple of hours later. Should I take advantage of this and make it do hundreds of iterations or will much less suffice?
  25. Money is the by-product and the constraint of your creative production.
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