It looks like you're new here. If you want to get involved, click one of these buttons!
Likes: MobAmuse, Platypus, boriskey, atilim, talis, SinisterSoft, john26, dominikusdp, marcelojunior, aditya, HubertRonald, hasanalperen, pie, vitalitymobile, keszegh, zoolax, bali001, toltec7
Comments
I missed Lua a lot,I have been coding in C# recently,I have lots of fun,but I surely missed Lua,I think this is a great idea.
I hope than Gideros can support html5 too, because the trend is build hybrid systems (native and no native apps) and take advantage cloud and kill three birds with one stone (mac, pc and web), I believe would be interesting also than we can create business apps and get more funds for maintenance to Gideros like platform, after all, apps game has a shorter life cycle (in market) than apps business or apps social.
That's just my two cents
[-] Liasoft
I've been getting my Lua fix with Codea again recently, but I still have a soft spot for Gideros.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Unfortunately no html5 for now, sorry
Likes: HubertRonald
=D> =D>
=D> =D> =D>
=D> =D> =D> =D>
@HubertRonald Adding support for Desktop (Windows and Mac) will be a good step forward for business apps. We will also investigate adding support for native desktop widgets, menus etc within the app.
Likes: marcelojunior, vitalitymobile, HubertRonald
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
(I'm guessing that will be a stretch goal).
And good luck with the campaign.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
https://deluxepixel.com
But, may I ask, how would HTML5 benefit devs beyond what we are suggesting? With the new ports, you will be able to prepare a native Gideros game on Windows (desktop and Metro app), Mac OS X, WP8, iOS and Android. So would HTML5 as well reach more people? I guess if people prefer to play in their browser...?
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Likes: SinisterSoft
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://itunes.apple.com/en/developer/unal-zubari/id953453674
Although I agree desktop is important - but being able to instantly deploy, automatically update and access a game without having any extra gatekeepers is a huge huge bonus.
Did you see the last Mozilla Humble Bundle where a lot of desktop apps had been ported to run in the browser?
Personally I really believe that the age of the native desktop app is drawing to a close and that HTML5 web app development will take it's place. Every day I find myself using more and more web apps and relying less and less on native apps - we're not there yet, but the writing is definitely on the wall!
Just my $0.02
Likes: HubertRonald
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
(there will also be an advanced option where Gideros prepares all the files in a directory and adds batch/shell script files. The user can then alter the XML manifest, icons etc, and run these batch files to create the package. But no need to use Visual Studio etc)
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
also, i don't have a mac but intend to have mac exported versions of my app, but so far i know nothing about this. does this also need some subscription (like for ios the yearly 150usd or what), or it's open to anybody to compile mac executables? will this also be automatic perhaps. it would be best if i could compile mac executable straight from windows, but i don't know if that's possible in any way.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
That said IF you do want to deploy to the Mac app store then yes you do need ANOTHER Apple develop licence at ANOTHER $99 per year for the privilege. Although there's no reason why the macinthecloud service couldn't be used to export / sign your apps once they're done.
@John26 - Glad I was able to convince you, I also forgot the add the Chrome app store, as well as the ability to use the Nintendo Web Framework and add Wii-U to your list. I also think that HTML5 export would also open XBox One and PS4 via their indie programs as well.
Also Emscriptem might be one way - I'm not sure how but the HaXe language (www.haxe.org) also supports Javascript (as well as C/C++, PHP, Java and more) outputs. It's open source so it might offer some other choices.
As for rendering, I argee WebGL would be the best bet.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
that might sound obvious to you but.. how do you sell an HTML5 game?
Is there an obvious marketplace (with millions of credit cards ready to be used), and do people have a way to "own" the app they just purchased?
Or is the point of Html5 apps to be shared only?
html5 is not there yet - you should save that for the next kickstarter.
https://deluxepixel.com
Just to amplify what @techdojo said. You don't need to use the Mac App store to distribute Mac apps. You can just release from your own website and then you don't owe Apple anything, nor do you need to go through their review process (this is the traditional way of releasing for Mac, long before the OS X App store was invented). However, if you do choose the Mac App store, you will have to pay Apple $99/year (on top of iOS fee) and obey their rules (code signing, review etc). This almost certainly means you will need a Mac to submit to the app store and for the signing process etc. If you are happy to distribute the app yourself then, yes, it should be possible to export the app from a PC (but I have to check this). But you will probably want to test on a Mac as well!
Conversely you will need a Windows 8 PC to test and deploy a WP8 game. I've tried to find ways round this, but it seems impossible to do it with Windows 7 or earlier (and obviously not possible with a Mac). But a new Win 8 laptop can be had for as little as £200 so it's not a great barrier IMO.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Likes: SinisterSoft
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
@Mells - hey Mell's long time no speak . As for monitizing HTML5 - there are several options, Chrome App store, Facebook Credits, Humble Bundle, selling access from your own site, obviously Wii U and other consoles have their own app stores, then there's ad revenue, sponsorship - in fact I'd say there are a lot more options than native desktop (yet another reason to push for HTML5).
Check out this guy http://www.truevalhalla.com/blog/ he publishes his online earnings from HTML5 each month and appears to be doing quite nicely!
@John26 - I suppose I could do the HTML5 thing myself what with the source being open and all but I haven't got any free time - however this https://github.com/mherkender/lua.js/ might be a good place to start.
I'd be happy to contribute what little time I do have to any HTML5 work / tests.
Likes: HubertRonald
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
But do yourself a favor and dont buy that ebook from this truvahala guy. It is just 30-40 pages, 10-20 just index stuff and empty pages. And the rest is just common sense and hot air. That is why i don't trust any numbers from him. It is just talk and he doesn't back it up whatssoether. Imho a scam to get the people to buy his "book".
And Gamemaker is certainly capable of making the kind of casual HTML5 games that seem popular right now.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
These features are doable but so far I have to find a middleware that supports them.
And regarding the html5 market. After its initial hype, it got flooded with devs and the quality bar was raised much much higher. Also it seems that a lot of publisher are doing their own thing now or went out of the HTML5 business. To me it looks the same as the android/ios market bubble. For indies it will be harder and harder to be successful.
The html5gamedev.com forum is a very good resource. Once you post there 3-5 times, a hidden forum comes up with informations on html5 publishers. You will see that the success stories aren't that many anymore.
Personally I have now only interest in Desktop games / Apps. No mobile anymore.
Still - you can always wrap HTML5 in a native wrapper and have the best of both worlds
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
By contrast we have a lot of prior experience in WP8 and Desktop so that is much more of a known problem.
@techdojo, yes, you could install a trial version of Windows 8 and deploy WP8 apps that way. Another option is to sign up to test Windows 10 which is free until April 2015. But, of course, you can expect some bugs... Both options involve a certain amount of hassle and really comes down to whether its worth it to save the cost of a new PC...
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
About Html5 monetization : my question was really focused on "how many market places can provide devs with millions of users and their credit cards" vs "selling things on our own".
I assumed the market had matured and there was a central market place, because I haven't followed its development.
# Credit Cards + Discovery
Desktop > Steam, Mac AppStore
iOS, Android > App Stores
Html5 > ?
- Humble Bundle -> only apps that were chosen (and already profitable) appear in the Bundle, right?
- Chrome App store, Facebook Credits -> I've never heard of a trend of successful developers on those stores
- Ads, sponsorship -> devs need a big audience to make those work
I see more options, but user's trust and attention is also divided.
I just don't know enough about it, but I'm intrigued.
@john26 great to see your involvement in that project.
I'm only concerned because if I do get an xdk I want to be able to convert Gideros to work on it.
https://deluxepixel.com