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Socoder -> Blitz -> Blitz Monkey is Out!

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Tue, 22 Mar 2011, 05:18
Jayenkai
The game was merely for test purposes..
Click-to-move would've quickly translated to tap-to-move, without any faffing about.
HTML compiling has it's issues.. LOTS of issues...!

I think, if I do choose to use Monkey, I'd probably be making more use of it's Compile to Flash option!!

-=-=-
''Load, Next List!''
Tue, 22 Mar 2011, 06:22
JL235
Monkey's HTML compilation seems far from perfect. Therevillsgames' games also fail to run in all browsers.
Tue, 22 Mar 2011, 06:40
Jayenkai
Well it wasn't MY fault!!!!

.. meanwhile, giving GLBasic a run.
Had issues earlier, but those turned out to be general twitter-induced none-issues!
Looks like I might be heading to that, instead..
still, can't be too sure. Anything could happen in the next few days!!


-=-=-
''Load, Next List!''
Tue, 22 Mar 2011, 06:47
JL235
Flash seems to be ok with Monkey, but with HTML compilation being this dodgy then how good is it going to be on other platforms?
Tue, 22 Mar 2011, 07:04
Jayenkai
Seems great on Android!
Tue, 22 Mar 2011, 08:11
9572AD
All the examples on monkeycoder seem to run in lowly Firefox3, but I haven't seen any yet in the wild that do. :/

Granted I've only seen 2 in the wild so far...

-=-=-
All the raw, animal magnetism of a rutabaga.
Wed, 23 Mar 2011, 01:29
therevillsgames
Well HTML5 is a fun toy at the moment, but I wouldnt use it seriously - but its great for prototyping...

If you are testing HTML5 I suggest using Chrome, I normally get a nice steady 60FPS - using FF I get low 20-30FPS.
Wed, 23 Mar 2011, 04:28
JL235
therevillsgames Well HTML5 is a fun toy at the moment, but I wouldnt use it seriously

There are lots of excellent HTML5 games out there, such as Entanglement, which prove that it is a perfectly good platform.
Wed, 23 Mar 2011, 17:25
therevillsgames
I didnt say it was a good platform, I said its a toy.

Only modern browsers can run HTML5, so you are going to limit your audience if you do a HTML5 only game. Also you get different speeds in different browsers, so its the same old problem with web development.

Hopefully in a few years its better when it is more standard, but for now its a fun toy.
Wed, 23 Mar 2011, 18:12
JL235
therevillsgames I didnt say it was a good platform, I said its a toy.

I did not say that you said it was a good platform. Try reading my post again.

therevillsgames Only modern browsers can run HTML5, so you are going to limit your audience if you do a HTML5 only game.

I do freelance web work. I just looked at the analytics on some of the sites I currently work on and the site with the lowest number of HTML5 enabled users has only 75% of users supporting HTML5. Again that is the worst!

Of the remaining 25% the vast majority are IE 8 users. Once IE 9 is released via Windows update, then the majority of those users will then upgrade. Even without upgrading that will decline because IE has also been losing market share year on year for the last 5 years.

The statistics simply disagree with you.

|edit| Also bear in mind that some of the HTML5 issues you have are actually issues with Monkey. I've had a look through some of the source code it generates and it does use the most efficient features in each browser. |edit|
Wed, 23 Mar 2011, 18:59
therevillsgames

The statistics simply disagree with you.


Ahhh stats...


Statistics can be made to prove anything


What is your audience for your "freelance" web sites?

Heres another stat for you from Microsoft:

34.5% of China still uses Internet Explorer 6

https://www.ie6countdown.com/

If you produce casual games, grandma is going to use what ever browser is installed on her machine and will NEVER upgrade...

And some more stats:
https://marketshare.hitslink.com/browser-market-share.aspx?qprid=2


Wed, 23 Mar 2011, 19:32
JL235

Statistics can be made to prove anything

If I open Google Analytics and it says FireFox + Opera + Safari + Chrome is greater then 75%, how have I made the statistics prove something they do not?
Wed, 23 Mar 2011, 19:46
therevillsgames
You haven't answered my question - What is your audience for your "freelance" web sites?

This plays an important part as if your sites are technical, in general technical users will update their browsers whereas the average Joe Blogs will not.

And how many hits do you have on your sites - is it a good sample to base your "stats" on?

BTW "Statistics can be made to prove anything" is a famous quote about stats.
Wed, 23 Mar 2011, 21:51
9572AD
Is Grandma who never changes her browser going to play your HTML5 games even if she could? Who is your audience for your anti-HTML5-ishness? Do you work for Adobe?

-=-=-
All the raw, animal magnetism of a rutabaga.
Fri, 25 Mar 2011, 18:05
CodersRule
There just needs to be a message that looks exactly like the "Install Flash Player" message, but when you click on it it installs Chrome.

Lots of people seem to have Flash, so making your browser HTML5-enabled should be as easy (pft) as upgrading Flash. Then loads of people will have it
Fri, 25 Mar 2011, 22:16
therevillsgames
@9572AD - Im not anti-HTML5, I think when its mainstream it'll be great... but thats a few years away...

@CodersRule - LOL


Sat, 26 Mar 2011, 04:00
JL235
CodersRule There just needs to be a message that looks exactly like the "Install Flash Player" message, but when you click on it it installs Chrome.

Kinda like PMC does today...

Sat, 26 Mar 2011, 10:28
CodersRule
Must admit, the message is nice and convenient... that's about as easy as installing flash xd
Sat, 26 Mar 2011, 13:03
JL235
This sums up the problem I have with Monkey. Targeting multiple platforms is nothing new (Java did it 15 years ago), but there are lots of intrinsic problems that come with this strategy. Problems that Java has been tackling with for 15 years!

Monkey solves none of these problems, it's just yet another multi-platform language (and it doesn't even do that too well).
Sat, 26 Mar 2011, 16:35
therevillsgames
With Java you need to install the JRE on every target platform you wish to run your application on.

Monkey translates "monkey" code into the "native" code for the target platform.

Quite different in my opinion.

What problems has Java been tackling with?
Sat, 26 Mar 2011, 18:00
JL235
The implementation might be different, but the concept is the same: "write once, run anywhere".

therevillsgames What problems has Java been tackling with?

Like above, what happens if your app is not supported? On Java it will crash with an 'UnsupportedClassVersionError', which at first looks like an error in your app. Where as it's actually a failing on the user.

Another example is ensuring Java takes full advantage of each platform. Java2D is starting to easily trail behind alternatives such as WPF for performance. It was only until late in Java 6 (it might be around update 13) that is used Direct3D instead of OpenGL for certain operations which gave a big speed improvement on Windows.

Next is platform specific bugs. You produce your app for one target and it fails on another. When I used to write Java apps I would be scared of showing Mac users because anything could happen (from work perfectly to crash the whole browser).

The targets have changed; instead of platforms a, b and c it's now x, y and z. Instead of one language it's another. But what does Monkey actually bring that is new to programming and game development?
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