stevefromio Posted January 15, 2014 Share Posted January 15, 2014 Clearly HTML5 gaming tools are hot right now, between Construct2 and GameMaker (which I haven't used), and all the frameworks like Impact.js, there are a lot to choose from. Does anyone use more than one? Does anyone program the canvas directly? I love to hear from as many people as possible, especially seasoned developers. Quote Link to comment Share on other sites More sharing options...
Overloaded Posted January 15, 2014 Share Posted January 15, 2014 I use GameMaker: Studio. I actually never tried/used any other tools, frameworks or pure JavaScript, although I plan to learn how to code in JavaScript. Quote Link to comment Share on other sites More sharing options...
stevefromio Posted January 15, 2014 Author Share Posted January 15, 2014 That's cool. I have heard good/bad things about GameMaker. Do you buy it outright (like Construct 2) or pay a royalty? What's are it's strength and weaknesses. Quote Link to comment Share on other sites More sharing options...
@99golems Posted January 15, 2014 Share Posted January 15, 2014 I used impactjs for the past year or so, but lately i'm moving to phaser due to better out-of-the-box touch/drag support. I really like impact but i also really like phaser so far. then i use sublimetext2 for editing. then i use git and bitbucket for version control and offsite backup. for graphics touchups (i contract art out to people with a better eye for it than me) i have a subscription to adobe creative cloud. Quote Link to comment Share on other sites More sharing options...
AhmedElyamani Posted January 15, 2014 Share Posted January 15, 2014 It's not a good idea to buy game maker studio , especially if you want it only for html5 games. I don't think the frameworks are much different from each other , but you should experiment and see what fits you most. For example, you'll find Phaser simple and easy to grab , But if you like coding your games from scratch you might not be all comfortable with it. I've also heard good stuff about Create.js , and seen experienced people making very polished games with it. Another good idea is to grab a rendering engine , like pixi.js and code your own games , Like this you can know your own functions and variable names and be more aware of how things are done , instead of memorizing a lot of functions. Quote Link to comment Share on other sites More sharing options...
stevefromio Posted January 15, 2014 Author Share Posted January 15, 2014 Guys, this is so confusing. I bought Construct 2 for $500, but it is slow. I got banned from the forums, so I can't get much help now. I am wondering if I should just roll my own? Quote Link to comment Share on other sites More sharing options...
AhmedElyamani Posted January 15, 2014 Share Posted January 15, 2014 Guys, this is so confusing. I bought Construct 2 for $500, but it is slow. I got banned from the forums, so I can't get much help now. I am wondering if I should just roll my own? I've seen developers making really nice stuff with construct 2 . Quote Link to comment Share on other sites More sharing options...
stevefromio Posted January 15, 2014 Author Share Posted January 15, 2014 I have no choice for now. People have problems when they convert to iOS. One problem after another. I haven't done that yet, so I hope for the best. I could work on my own game engine while using C2 though. It doesn't hurt. Quote Link to comment Share on other sites More sharing options...
ResonantCraft Posted January 15, 2014 Share Posted January 15, 2014 @stevefromio : regardless of the engine, getting the hang of mobile game dev (and optimization) takes quite a bit of time. Here we've been working with construct for half a year, and our workflow is just getting nice and smooth. And it's just trial and error unfortunately.You can make html5 and wrapped games that work well on iOS and Android, you'll just have to go through the manual and Ahsley's blog to find where there are limitations. I'll only have one recommandation : use the scale outer, fullscreen in browser mode and make your UI responsive (anchor behavior + place specific items based on the screen size at the start of the layout). That's the main issue we have had working on mobile with construct.Even if you got banned, I'd say there is a bigger wealth of organized resources in the manual and tutorial sections than in the forum, so you don't have to worry too much. Were you banned permanently ? Quote Link to comment Share on other sites More sharing options...
stevefromio Posted January 15, 2014 Author Share Posted January 15, 2014 I don't know. They said one week, but who knows. I don't think I ever want to go back. I mentioned to someone else who was having performance problem to check out adobe Flash (Air) for iOS, The Ashley dude went NUTS! I mean nuts. I understand Construct 2 is a great tool, but I can't mention an alternative? Phew. As I spent $500 on a commercial license, and they don't after refunds after 24 hours, I will stick with it for now. I was hoping as a web developer for over 15 years that I wouldn't have to play the browser wars with HTML5 games. I guess I was wrong. Thank you so much for your help,Steve Quote Link to comment Share on other sites More sharing options...
Midnight Posted January 15, 2014 Share Posted January 15, 2014 Write a public post about how they treat their customers, I think they should return the money.Tools: VisualStudio + TypeScript + createJs. Quote Link to comment Share on other sites More sharing options...
stevefromio Posted January 15, 2014 Author Share Posted January 15, 2014 Thanks, I asked for a refund but they said no. They claim not having access to there forum isn't an excuse for a refund. They are probably right. I am starting to feel better now, and fighting over spammers gets you nowhere. Many people believe them, and there is nothing you can do about it. I was thinking about TypeScript and createJS, especially if I want to go back and forth between Air (Flash) development, and HTML5. At least the API will stay consistent. Quote Link to comment Share on other sites More sharing options...
plicatibu Posted January 26, 2014 Share Posted January 26, 2014 I use openfl.or for Flash games. Openfl generates binaries for many targets (Android, iPhone, HTML, tizen, Blackberry...) but I really dislike the HTML results. My first game was a very.simple one ( Even Or Odd). It was originally made for Android using AndEngine.Since it is Avery trivial game and I have all assets for it every time I want to test a framework I develop a version of Even Or Odd.I tested many frameworks and I am sold out: Phaser is my tool for HTML games.I still will make some tests with PhoneGap and Cocoon JS to see if I'll use them for native mobile games too ( Android, iOS, and is on). I highly reccomend you to give a try on Phaser. Quote Link to comment Share on other sites More sharing options...
vinch Posted January 28, 2014 Share Posted January 28, 2014 VisualStudio, TypeScript, CreateJSTried Phaser at first, but it has some problems with TypeScript support. Quote Link to comment Share on other sites More sharing options...
away168 Posted January 29, 2014 Share Posted January 29, 2014 For programming I use JetBrains WebStorm with JavaScript and TypeScript, and Node.js. JavaScript is good enough for small scripts, such as implementing APIs and stuff. TypeScript is for one whole package (such as an engine, the game, editing tools). I need Node.js to run a small localhost service that automatically compile my files into my own packaged program and run the browser right away. This is exactly the same as pressing the Play button in Construct 2, but I can determine my own build configurations, up to sending my files automatically remote host, making automatic loggers during compile-time and run-time, setting versions, host server simulation, connecting with other editing tools, etc. I use my own graphics engine (Canvas) cause I need better control. It's not enough performance compare to the dedicated ones, but I can do pretty much what I want. I'll be getting into WebGL after the core features are met as I really need a robust particle system, 3D effects and shaders. But of course, as long as it is still in the scope of 2D game development, not full 3D.And no, for development time it will never be as fast as game maker tools. But when it comes to details, getting closer to the metal are easier for you to bend the game into the tiniest bit. At least full source access 3rd-party graphic libraries are too when you know them very well, since you can heavily modify them to your needs. Other tools that I need are external content editing tools like TexturePacker and Spine. These ones of course I ain't going from scratch, just creating data importers. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.