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austinhallock
searching PlanetScale…
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13 ms
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61.
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by
austinhallock
14y ago
I would be lying if I said that's not a small part of it, because it is. But what's much more important to us is having HTML5 games in general move forward, and that starts by getting more folks (especially students) developing games with
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HTML5 Game Dev Competition for Students - sponsored by Mozilla, GitHub
(clay.io)
31 points
by
austinhallock
14y ago
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13 comments
63.
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austinhallock
14y ago
Not for building the games themselves, but Clay.io hopefully won't drive you nuts on the higher level features like user accounts, leaderboards, achievements, payments, etc... http://clay.io/docs
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by
austinhallock
14y ago
From the studios I've spoken with, the big reason is they don't see the reward as higher than the risk, so they opt to use Unity instead. One hit HTML5 game and this could all change - that just hasn't happened yet.
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HTML5 Games: Learning from Mobile and Flash Games
(clay.io)
7 points
by
austinhallock
14y ago
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2 comments
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by
austinhallock
14y ago
That's just the demo game I had to work with (given the time restraint of the PennApps hackathon), unfortunately it performs slow on iPhones and iPads. That demo game was made with Construct 2, a drag-and-drop game engine - they do make an
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HTML5 Game Controller Overlay Library - Created in 35 hours for PennApps
(github.com)
29 points
by
austinhallock
14y ago
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3 comments
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by
austinhallock
14y ago
Great article Rob! We're trying to help games on the web progress towards a few of those points you mentioned with Clay.io [1]. Using URLs to link to in-game content is an interesting idea, something I'll play around with in the next few da
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by
austinhallock
14y ago
Good idea, done! Thanks for the feedback :)
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Show HN: We added some interactive spice to our homepage - What do you think?
(clay.io)
4 points
by
austinhallock
14y ago
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2 comments
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Tracking the Most Effective Places an HTML5 Game is Hosted
(blog.clay.io)
1 points
by
austinhallock
14y ago
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0 comments
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Insight from analyzing 6.7 billion pageviews
(torbit.com)
3 points
by
austinhallock
14y ago
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0 comments
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DOMless inputs with HTML5 canvas
(blog.clay.io)
2 points
by
austinhallock
14y ago
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0 comments
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TechCrunch: The (HTML5) Game -- A failed attempt at TechCrunch coverage
(austinhallock.com)
3 points
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austinhallock
14y ago
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0 comments
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Letter to John Carmack
(phoboslab.org)
149 points
by
austinhallock
14y ago
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133 comments
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Why HTML5 will succeed for gaming
(blog.clay.io)
2 points
by
austinhallock
14y ago
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0 comments
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Hands on with the MaKey MaKey
(blog.clay.io)
2 points
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austinhallock
14y ago
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0 comments
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HTML5 Slime Volleyball with cross-platform networked multiplayer
(slime.clay.io)
2 points
by
austinhallock
14y ago
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0 comments
79.
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by
austinhallock
14y ago
Another option: http://johndavidfive.com/inpoot/ Here's a demo video: http://www.youtube.com/watch?v=6oBf-Rlm5_Y
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by
austinhallock
14y ago
This is true. I do think there is value in taking a less is more approach however. Maybe I'm weird, but http://grab.by/dXiq just seems overwhelming to me and is a turn-off. Also, as far as I know, OpenID 2.0 doesn't pass the username/name
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by
austinhallock
14y ago
Interesting, thanks for the info! Big difference between http://grab.by/dXi6 and http://grab.by/dXia in terms of how much focus is put on Facebook, but that plays a bigger role than I'd imagine (24% -> 70%). Of course, the audiences
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Analysis of signup methods: Why you shouldn't ignore Google Federated Login
(austinhallock.com)
9 points
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austinhallock
14y ago
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4 comments
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by
austinhallock
14y ago
Thanks for the feedback and glad you liked the posts!
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3 part series on HTML5 game development tips
(blog.clay.io)
58 points
by
austinhallock
14y ago
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2 comments
85.
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by
austinhallock
14y ago
Those features are what we're trying to make easy with Clay.io http://clay.io/docs - Let me know what you think and if you would have used the API if you had known about it. If not, I'd like to know what we can improve on!
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by
austinhallock
14y ago
I'd appreciate that! My email is austin (at) clay [dot] io
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by
austinhallock
14y ago
1. Changed that blurb 2. I don't have an Android/WP7 phone to test it on, does it not work from yours?
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by
austinhallock
14y ago
Impressive stuff!
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by
austinhallock
14y ago
That's a valid point. I updated the wording a bit.
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by
austinhallock
14y ago
I think the biggest thing I learned to improve fps was drawing items to a canvas to use later in drawImage. Especially with svg, rather than draw the svg each time, on load I draw them all to 'subcanvases' and then pass that as the paramete
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