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a_bertrand

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Everything posted by a_bertrand

  1. From a chat I had with him he was looking for around 85$
  2. yea their V3 which is just a never ending story..... also I doubt the community will all be that much interested in it if they keep it as they was showing last year.
  3. Good luck with your sale.
  4. V3 has indeed not been released and will quiet certainly never be either.
  5. http://www.w3schools.com/browsers/browsers_stats.asp 1.9% Major browser? Mmm... not in my books. However Spud you have exactly the point, anyhow how I implemented is => if doesn't exists then fall back to setTimeout. Should work for all without any major issue. I only test for moz because I had moz running.
  6. Well I really really doubt it. Check back when they did announce it the first time... If I remember right it was in 2009! And last dead line which was "for sure before then end of 20012 or worse case beginning 2013". Seems to be over... And did you saw them since a while? Didn't saw any post from them since a while.
  7. I really doubt it will ever come Djkanna, not only the Xth delayed released date is passed again but they disappeared as well. For me, even if they would release something, I would have such an hard time to believe them that I would not trust to use any of their products. Sorry but somebody which promises 100 times something which he never fulfill somehow lose all credibility in my eyes. Makes also no sense on waiting something which may actually never come out nor you know the quality of it.
  8. Well tested under IE, FF and Chrome. I will not test nor support any others. So yes it does work on the major browsers.
  9. Most of those topsites are basically... useless. Why? Because the lists are all fakes, the top games are either owned by the owner of the game, or pushed on top via payment, or even bots auto-voting. Does those site bring real players? Most of the time no. So I would personally not lose much time with such business.
  10. I don't fully remember how HTTPS is implemented, so I can't really answer you with full details, but as far as I remember SSL with public and private key, the first exchange is made using those keys: Client sends a bidirectional random key to communicate afterward to the server, encrypted with the public key of the server. Further communication between the 2 is made via the symmetrical key, because it's faster. So if HTTPS is the same (and if I remember right it is), that should mean that the first HTTPS call you do should be slower and then faster. Therefore what do you want to test? The first communication or communication in general? Also I don't know how CURL is implemented, don't know if it cache something, and how the implementation is done. Too many unknown pieces on my side. Finally as any benchmark, you will see many different timing, depending on your HTTP & HTTPS server as well as your client testing. So if you want to have a clean setup just to test the HTTP & HTTPS speed difference, build 2 computers on a network without anything else attached. And run your test many many times, to average the data.
  11. Updated the game: - made new art for the bricks to be smaller and pack more bricks horizontally (8 bricks vs 5 before). - shows your current level - shows your current score - added quiet some new levels (7 currently) - now when a brick breaks "score gold" is dropped, take it with the paddle to actually make points. So at this point it's a full featured brick game in my opinion. Sure loads of new features could be packed in, as well as increase the appeal of some of the art and sound (specially add more sounds maybe). Also a level editor would not hurt but currently the level system will do the trick. http://temp.nowhere-else.org/jaxbrick/ In total the game contains 63 lines of HTML, and around 1100 lines of JS. For a full game it's not all that big, but I know that for most of you, so much JS is something never tried. Yet it shows that you can actually create a full game in JS, and even make it fun. If there is interest in it, I could very well make a NWE module out of it with high score between the players. Of course it doesn't really match the default style of NWE but that doesn't mean it could not be a fun addition to a running game. P.S: I love the gold explosion after the brick is destroyed. It is actually even cooler than I thought it would be. Preview: [ATTACH]866[/ATTACH] Changed the setTimeout to requestAnimationFrame for the browser supporting it. It does make a very little difference, yet for the code point of view the difference is so small that it make sense to use it. In case the requestAnimationFrame function doesn't exists, it falls back to setTimeout.
  12. Well the tutorial link I gave is more HTML 5 than what I did myself. The tutorial uses the canvas, and I do use only divs. Both approaches have their pro and cons. I decided on purpose to not use canvas to see how fast that would run, and personally I would say it's more than acceptable. I could even make it run faster but I don't see the needs for it.
  13. xCode is the environment to code, the language is called objective C. It's more related to C than C++ in my opinion, anyhow, yes you MUST have a mac to develop it. Yet it's way not the only solution to develop on iOS. You may check http://xamarin.com/monotouch which would let you develop application for android and ios while re-using the same code. C# is what runs under. There is other options as well but you should check / find them. For your question about server and whatever else, normally no, an ios or android app do not require a server, and should actually run without any server. That means it needs to run offline right on the phone. PHP, JS, and HTML knowledge will help but not much. You will have to think a bit differently as standalone application do have other requirements and ways to work than web apps. Actually it's normally easier to develop a standalone application. BTW before going to develop a new app, make sure there isn't something already existing as the app market is somewhat over-flooded by thousand apps which are all more or less the same. Also it's pretty clear that the majority of the money made by a very little minority of apps.
  14. mmm odd, I will check that, even if it should not have any effect.
  15. I found a tutorial written by a guy doing something very similar, yet with canvas instead of the div as I did: http://blogs.msdn.com/b/eternalcoding/archive/2011/09/06/write-a-small-game-using-html5-and-javascript-brikbrok.aspx On my own side, all bonus have been implemented, I improved the look and feel of the page, added lives, and game over. So what's lacking? well, it lacks the scores, and a good set of levels.
  16. 2 db close? Certainly a mistake! I will check thanks for the report. For saving the output of the player, well... of course that could be done. Would you save it in the DB or via file? And... keep in mind that will have quiet some impact in the performances (btw that could be done as module without modifying the core).
  17. Currently I have a "game loop" with a timeout of 20ms which means an ideal fps of 50, of course it will be a bit slower in best cases. Smoother than that, for a web game, well not sure it makes all that sense. For the loading, there isn't any real "load" issue, as the divs are created when needed. Update: Added bg music Tweaked volumes to be less annoying Added bonus (yet doesn't produce anything yet) Handle level change when all bricks are destroyed Fixed wrong paddle calculation http://temp.nowhere-else.org/jaxbrick/ Still need to handle score, lifes, display some texts, and of course game over and many other things yet it's slowly improving. Works better with IE 9 or Chrome than firefox on my system. On firefox it tends to have small hangs.
  18. Well I would have a work to do too. Please PM me more details, and if possible previous works. Thanks.
  19. Great job! Now if you wonder what one of those odd nwp package contain you don't have any more excuses, you can simply browse it with DJK tool. I really like it.
  20. Why use a canvas when you don't actually need it? Also for a small number of pieces which need to animated it seems div are faster than canvas from what I find on the net that's it.
  21. Worked on a background track sound: Not a masterpiece but should work for it... at least for a start. Will try to add the bonus this week.
  22. Not offended, everyone has is different way to implement things, and what I do can please some and not others. Tastes cannot be discussed as tastes are personal and can hardly be changed ;)
  23. Well as the old old old McCodes seems simply plainly dead (at least from a CB and Dabs point of view) somebody had to do something SERIOUS, and not yet more promises like a politician before elections.
  24. If you rename it to location-gmoore for example, you can even send it to the marketplace. In this way people could know it's a replacement of the location module the base engine offer. Or if you think those modifications make sense for the base engine, then send over or post them here, and we shall discuss it. The advantage of releasing it under your name is that you keep the possibility to release when you want. The advantage of releasing it as main one, is that the base module will be better... but I think you should get the credits and the visibility for your work, so I would tend to say releasing it under your name is better.
  25. NP, it's actually a pleasure to see people interested in this little project of mine. So keep the requests coming! Don't be shy!
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