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What is considered "HTML 5 Games" ?


aladine
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Hello everyone, 

 

I always had this question and wasn't sure if it worth looking for or not until now (i don't know why  :huh: ) 

 

The topic is about either we can call all games running on browser without a plugin a "Html5 game" or not ?

am sure that  most of you has seen the new UnrealEngine4 announcement, also Unity3D 5 and many other tools and engines that allows you to write your game with a language and technology that may have no connection at all with the classic web development.

 

So as a result, the game will be running under the new HTML 5 and webGl technology, but does that allow the developer to call his game a "HTML 5 game" ? maybe for the average user who have no idea about how games are made this can work, you tell them you're game is using HTML5 technology and all the good stuff that comes with it and it's true because for them only results matters. But when it comes to Forums like this, who are specified for HTML5 game development, can a game made in UnrealEngine4, Unity3D 5 or even GameMaker be considered like a game build with more specified HTML5 tools ?

 

Thank you and have a great day :D  

 

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I think everyone has his own definition, but I tend to see the HTML5 games as no plugin web playable games.

So even if games are created with Unreal Engine 4, at the end, the code is played thanks to JS (or a subset of it, I don't really get it myself) without plugin.

 

I don't care if the game is free or not, mobile or desktop only, as long as you can play it in the browser, or access it directly from the web, I consider it as HTML 5 game.

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When I was younger I was really worried about the tools I used to code.

I assume that I can do a better work, or that the tools aren't enough to make a good code, or that the people could think that I was a noob or inexperienced and I tried to make all by my own. There aren't any alternatives with PalmOs Games.

 

But the years learning to me that the most important thing that you need to optimize is your own time. I'm not talking about doing bad and messy work. I'm talking about using the faster approach to make the things work because time is the most precious resource. And if something is not good enough, then do it again.

 

It worked for twitter: http://www.infoq.com/news/2012/11/twitter-ruby-to-java

They need to began with Ruby to get the work done. And now, when they need it, they redo the work.

 

Almost nobody cares if your game is done with Unity, GM, Framework or plain code, if the game works ok in the target devices. And if you are worry about it, I'm sure that you can change the final HTML+JS to hide the tool that you used.

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When I was younger I was really worried about the tools I used to code.

I assume that I can do a better work, or that the tools aren't enough to make a good code, or that the people could think that I was a noob or inexperienced and I tried to make all by my own. 

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HTML5 game is a game that uses HTML5 features. I guess it's that simple.  :D

 

Only dev community (including publishers) cares about what technology you use, not the end users. Promoting a game that you won't need plugin in web and run in most likely everywhere is much better instead of telling your game uses HTML5 to the players (the hardcore fans with no dev experience at all). This means, if you are talking about the players, it doesn't really matter as long as your game uses HTML5 features that can allow such condition (running a game without plugin in web and run everywhere).

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