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Aurelius1664

Member Since 22 Apr 2012
Offline Last Active Oct 22 2012 10:26 AM
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Posts I've Made

In Topic: Working Pure HTML5 RTS Release Advice Required

22 October 2012 - 10:05 AM

We have just taken this into open beta on Facebook. The app now has Facebook integration with their credits api and the ability to challenge friends and play multiplayer in realtime. Still with everything written in HTML5 and Javascript (other than the server side code for multiplayer which is C#/.NET). Any feedback would be much appreciated, link below.

http://apps.facebook...terpriseWarfare

In Topic: Working Pure HTML5 RTS Release Advice Required

07 September 2012 - 08:30 AM

We have just added multiplayer support for up to four players.

http://www.enterpris...e.com/play.aspx

Also updated to show better loading progress on Chrome and Safari and fixed a few other bugs.

Plus it now runs, though a little slow, on the Playstation 3's browser.

In Topic: Working Pure HTML5 RTS Release Advice Required

20 August 2012 - 01:05 PM

Okay, based on comments, proposed new UI is below which hopefully addresses the feedback but is still both touch and desktop compatible...

Posted Image

In Topic: Working Pure HTML5 RTS Release Advice Required

18 August 2012 - 10:44 AM

Thanks for the feedback, I think you're right about the UI. It is quite hard to get something that works well on both the PC (browser) and Touch - you don't have the same mouse overs for example and the screen space is so limited on mobiles. A lot of this is being done just to experiment with the various platforms so the UI is loose but hopefully the engine itself, AI and mechanics, are fairly stable now. Might have to detect and display two different UIs one for touch and one for desktop to get around this. We'll make some changes based on what you've said and work on some ideas.

You can play the game in full screen, well full browser area anyway, using the link below. It was a bit of a cop out for ads the way it is now as we're just playing with ideas for how to possibly make it pay.

http://www.enterpris...are/Launch.html

We are thinking of releasing an Editor, for the game and the maps, and giving users the chance to publish content that would be available through the menus. Just as a way of extending the game, adding replay value and bringing Mods to mobiles as it were. A lot of the UI, along with the units, maps and factions are customisable.

Will have to look at the slow connection thing - I've tried it on 3g from an iPhone and it seemed to run okay though loading times were a bit of an issue. When we go full app all the files are embedded so it doesn't download anything after the install which will help with this hopefully. The game is only about 25MB at the moment and it loads a lot more than it needs for each level so we'll look at trying to refine this too.

In Topic: Working Pure HTML5 RTS Release Advice Required

17 August 2012 - 02:58 PM

If anyone is interested we've got quite far on with this as a bit of a what if experiment and are now putting in into an open BETA. We've also got a native iPhone version that we're testing running from the same core JavaScript and XML files. We came across quite a few problems gettting the game to work on iPhone in "all" JavaScript though. The game runs in the UIWebView however the frame rate is shocking, despite being fine just running in Safari. Turns out this is a common problem with wrapped web apps as Apple does not alow their full Nitro JavaScript engine to be used due to security permissions. So we had to write a native canvas class called by the core javascript and rendered on top of the UIWebView. This seems to work and the framerate is now better than the native HTML5 even in Safari. We also used this method to get around Apple's restrictions on playing sound in HTML5 without a media player style UI and are attempting to use a smiliar process to enable multiplayer over Bluetooth.

Beta is below, any feedback is appreciated...

http://www.enterprisewarfare.com