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Complete sales history of modest HTML5 hit game Curious Expedition
Re:Tools we used to create a hit HTML5 game on Steam
on Thursday November 21, 2019 @08:49AM (#21593917)
I tried YAML for another game prototype in the meantime. I like it as well but I feel the whitespace syntax can be very error prone if not all your team members come from a technical background and know about whitespace settings in the editor.
Re:Tools we used to create a hit HTML5 game on Steam
on Thursday November 21, 2019 @08:47AM (#21593899)
Thank you! Good idea about the tech choices of Codecks. Maybe that would make for another good blog post.
Re:Tools we used to create a hit HTML5 game on Steam
on Thursday November 21, 2019 @08:45AM (#21593889)
Thanks! The character/location illustrations are drawn by Garen Ewing. He is amazing.
Re:Tools we used to create a hit HTML5 game on Steam
on Thursday November 21, 2019 @08:44AM (#21593878)
Thank you! We struggled a bit with coming up with a new interesting art style for CE2, but once we stumbled on art by Garen Ewing we knew we had something exciting for us.
Did you see our comparison with Renowned Explorers by the way? :)
Re:Tools we used to create a hit HTML5 game on Steam
on Thursday November 21, 2019 @08:40AM (#21593838)
Thanks so much! I appreciate it! The animation style that you suggest has come up in discussions before. We're still figuring out how to exactly deal with different scenarios where the diary text is much more detailed than what we can achieve in animation. That will be an interesting problem to tackle as we add more and more content to the game.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @06:50PM (#21579689)
I only used Google's Closure Tools for optimizing and obfuscating the code. Should probably add that to the post. Thanks
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @05:20PM (#21578933)
Thanks for the tips! Will check out them out.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @05:19PM (#21578919)
Thank you! I think the main inspiration for the logo gradient was actually the Indiana Jones logo :)
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @05:17PM (#21578908)
Thanks for the playing Curious Expedition! Sorry you're not feeling the new art style. It is based on Ligne Claire as popularized by Tintin. I hope once you see the whole game, we'll be able to win you over!
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @02:36PM (#21577262)
Yes, no helper libraries and I coded quite close to the metal.It's probably even a stretch to call it an engine. It's just built around the specific game mechanics. It wouldn't make sense to open source that part unfortunately.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @02:23PM (#21577087)
When customers of a PC distribution platform spend money on your game they want to be able to own it by downloading it and having it live on their computer and work offline as well. For this you need to deliver them something that is completely packaged and contains everything to run the game.. so even if that means basically shipping a full browser with your HTML5 game.
We also have a web version which can be played online via the regular browser.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @02:05PM (#21576893)
The implicit collection problem can be prevented by making sure that you put explicit return statements at function ends. This goes contrary to the dense syntax argument but at least there is a workaround for performance critical code.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @02:02PM (#21576848)
Thanks! We made extensive use of Canvas caching and only redrawing if things changed.
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/...
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @01:43PM (#21576586)
Added this to the blog post as well. Thanks for the note!
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @01:43PM (#21576581)
Yes, CoffeeScript was quite hot back then - no pun intended. Even though its not as used anymore I think it pushed the development of JS itself forward.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @01:39PM (#21576544)
Fun fact: there is a hacking forum that still have failed to create trainers for Curious Expedition due to "weirdly changing memory addresses". I think if they would have realized that it was just a browser game it would have been much easier for them.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @01:37PM (#21576502)
Unfortunately also being on Steam barely gets you store exposure anymore.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @01:35PM (#21576471)
I added some more mentions:
- Buzz! / FFmpeg - SugarJS - tween.js - hjson
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @01:32PM (#21576427)
I've extended the blog post with more information on the libs that I used.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @12:29PM (#21575601)
Cool! I hope you find it worthwhile!
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @12:17PM (#21575441)
Yes, Visual Studio!
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @12:14PM (#21575420)
I barely used any libs, but I should add the ones that I did. Will extend the article. Thanks for the feedback!
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @12:12PM (#21575384)
Thanks! I used https://buzz.jaysalvat.com/ and converted all our raw .wavs to mp3 and ogg with python using ffmpeg. I should probably add that the post as well.
Re:Tools we used to create a hit HTML5 game on Steam
on Tuesday November 19, 2019 @12:11PM (#21575366)
Thanks for the heads-up. Will fix that!