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I'm not really a game developer but it seems weird to me that if you go with the GCFL you cannot release the game on the internet, but only in the appstores.
by iends 14y ago
I'm not really a game developer but it seems weird to me that if you go with the GCFL you cannot release the game on the internet, but only in the appstores.
- AntiRush 14y agoOur focus has been on support for the mobile platforms - iOS and Android. As such, the deployment tooling is really focused on releasing games to the app store. This may change in the future - for the time being, if you're interested in releasing a game on the web, send me an email: fairfieldt@gameclosure.com
- JDDunn9 14y agoTotally agree. The only reason you would develop a game in HTML5 is for the build once, launch everywhere attempt. Otherwise you might as well use Corona.
- _Dude_ 14y ago...or Unity or MonoGame (even better!).
- doomlaser 14y ago... or OpenFrameworks, Polycode, Cocos2d-x, Haxe NME
- coldtea 14y agoReally? How about some other reasons: - nice tooling (Chrome developer tools, JS stuff) - tons of developers know JS - V8 is mighty fast It's not about distributing to the subpar (money wise) web app stores. Cocos2D also has JS bindings going (for native use, not just for web), and QT also has JS bindings going (again, for native). And it's not using "HTML5". You are using their engine with native bindings on the mobile devices. The performance and integration is only mimicked by HTML5/WebGL etc on the browser.
- novalis 14y agoHaxe NME is getting WebGL support on the (js)HTML5 target, with shaders. Also crossplat for flash and cpp compile targets. Take a peek at foo3d: http://code.google.com/p/foo3d/ http://code.google.com/p/foo3d/