Any advice for html5 games with GS?

So I've not really played about much with html5 in GS.

Just wondering if anyone who has published html5 games has any practical tips.

I'm guessing the performance expectations I have for iOS will have to be reduced for html5.

So are there particular behaviors etc that are best to avoid if wanting a game to run smoothly as an html5 game?

Cheers

Answers

  • ChakkuChakku Member Posts: 1,513
    @HoneyTribeStudios

    The tiny screen size has discouraged me from making an HTML5 game, until we get to control the game's size.

    As for tips, I can very easily be wrong, but I would assume that HTML5 would be a lot more powerful than iOS, because the game has the full processing power if the computer. Now,l like I said, I can easily be wrong, and this is just an educated guess.

    Hope this helps
    Chakku
  • expertmcexpertmc Member Posts: 49

    don't make any timers that update every 0 seconds

  • Bowhill GamesBowhill Games Member Posts: 191

    Do not use the Changeimage behaviour as of yet it doesn't work with html I have submitted a bug which GS are looking at

    (site currently under construction)
  • CaptFinnCaptFinn Member Posts: 1,828

    Don't use html 5 PERIOD. It's just a advertising placeholder. Gamesalads use of the term HTML5 and its logo is borderline false advertisement.

  • ArmellineArmelline Member, PRO Posts: 5,369

    @FINNBOGG said:
    Don't use html 5 PERIOD. It's just a advertising placeholder. Gamesalads use of the term HTML5 and its logo is borderline false advertisement.

    I hate to agree with you @FINNBOGG, but it's impossible not to in this instance. GameSalad do NOT offer publishing to HTML5.

  • CaptFinnCaptFinn Member Posts: 1,828

    You hate to. Or you have to?

  • ArmellineArmelline Member, PRO Posts: 5,369

    @FINNBOGG said:
    You hate to. Or you have to?

    Both. I thought that was pretty clear.

  • CaptFinnCaptFinn Member Posts: 1,828
    edited July 2015

    cause I just love it when people hate to have to agree with finnbogg.

  • ArmellineArmelline Member, PRO Posts: 5,369

    @FINNBOGG said:
    cause I just love it when people hate to have to agree with finnbogg.

    Well it only took 5 years! :P

  • CaptFinnCaptFinn Member Posts: 1,828

    Hahahaha.

  • FrantoFranto Member Posts: 779

    Most things you've heard of have been fixed months ago, not only that, but the way html5 runs has been improved vastly.

    I like the html5 export for Gamesalad. Good performance on graphic intensive games{My game is very processor intensive, stutters on some devices and takes 60 seconds to load, but on html5, loads in 2 seconds for the same level. The html5 is a vast improvement over previous versions they had. The arcade keeps the html5 files from being stolen like they would if you hosted it on your own site without obfuscation.

    And best of all, its the best way to test your game in my opinion, especially performance heavy games. That's on the PC though, if I test it on my smartphone and play the html5 version, it does slowdown more than a native app, but that's just cause the game is too graphic intensive. Smaller games run well on devices.

  • LumpAppsLumpApps Member Posts: 2,881

    It all depends on what you want to do with it. Particles gave me some issues in the past. The spawn rate was higher then supposed to but that might be fixed.

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