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imerso

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Everything posted by imerso

  1. I just wanted to bring this article to your eyes: https://blog.sucuri.net/2015/03/why-a-free-obfuscator-is-not-always-free.html Resume of the linked article: some online obfuscators may add spamming code to your obfuscated javascript. Also, I am currently giving Google Closure Compiler ( https://developers.google.com/closure/compiler/ ) a try in advanced mode, if anybody wants to add some cool tips, thanks.
  2. But just explaining: the intention was not exactly to obfuscate the code, but instead prevent easy copying. Anyway, the browsers do a nice and great effort to reveal everything and make it easy to copy. =) Thanks again!
  3. Really nice, guys, hats off to you! What about this second iteration? Is it as easy as the first one? [ https://imersiva.com/security_test ] If you hack it again, then I'm done I guess. =)
  4. Not sure if anyone is interesting on this. I am currently trying to develop a new way to reasonably *protect* full Javascript code, and just out of curiosity: can you actually rip this? [ https://imersiva.com/security_test ] Probably an easy task for some people, who knows, rippers get very creative some times. I am not worrying about the WebGL shader code for now, but just the Javascript part. Are you able to rip that program completely and run it on your own machine or anywhere else? Thanks. =)
  5. And there are cases like Flappy Birds, those little games which can be programmed in like 1..2 hours but end up taking worldwide mass support, rewards, media coverage and lots of money. Go figure.
  6. Just curious, if you see this reply, to know if you meant really 30$ or 30k$ and forgot the "k"... =)
  7. One possibility is to pack the game for Android and publish into Play Store, a free version with ads and a paid version without ads. If the game is nice and there is some luck, it might be successful and generate revenue. If it has in-game micro-transactions, an alternative is to put it on a website and try to make it known up to the point it starts generating revenue.
  8. Very nice. Bookmarked.
  9. Even desktops are sensible to the amount of draw calls, but mobiles are much more limited, indeed. The trick here (used by the programs you mention) is that they are using hardware instancing to draw many objects at once with a single draw call. You are making your draw calls individually, and that is why at only 300 sprites you already see a performance hit. With hardware instancing you can easily draw thousands of objects without a great performance hit, but they must be all the same object. So, resuming: look for "hardware instancing" and you will find what you need.
  10. =) Well, they intercept in some aspects, so there are indeed a few similarities. There are great differences as well, though.
  11. EDIT: I just noticed that the question is specific to Phaser, while I answered in regards to generic Canvas2D or WebGL, so my answer is a bit out of context and probably not the best one. =) Anyway, some games will have higher-res assets for higher-res screens, others will resort to blocky pixels (8bits style), and some will just live with bilinear or use a post-process. On a 2D Canvas Context, you can use imageSmoothingEnabled to disable filtering: ctx.imageSmoothingEnabled = false; // for safe compatibility, you can add these as well: ctx.mozImageSmoothingEnabled = false; ctx.oImageSmoothingEnabled = false; ctx.webkitImageSmoothingEnabled = false; ctx.msImageSmoothingEnabled = false; On WebGL you can use gl.NEAREST filtering instead of gl.LINEAR when creating textures. The image will become pixelated (which might be what you want). If with "crisp" you mean that you want better than bilinear quality up-scaling, then you will either need higher-res bitmaps or some sort of up-scaling post-process filter like HQ shader for example (but even HQ is not perfect).
  12. I spent a few minutes playing your game, it's nice, in fact it looked simple but for some reason I kept playing until the end of the demo. So, it's sort of addictive and entertaining -- and indeed, relaxing -- congratulations. =)
  13. Beautiful and nice to play, certainly a good game. I was also confused by those things at first (not a great deal, really). It could have a timeout to shoot the ball as well, just a thought. Congratulations for the nice game. =)
  14. Unless the user has multi-monitor, then he still can click in the other screen and lose focus. I believe that there is no perfect solution yet, but what I do is keep a flag knowing if the game is in fullscreen or not. If not, then when the user clicks on the screen for any reason, then I switch to fullscreen and lock mouse cursor. If I need a pointer inside the game, then I use my own in-game pointer, not the default pointer which could leave the game screen. If he presses ESC leaving fullscreen, ok, he gets his pointer back, but to continue playing he must click back (and then I switch to fullscreen and lock cursor again).
  15. Topic removed, thanks.
  16. I found a need to remove this topic. Thanks.
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