HTML5 Gaming on the mobile web RICHARD DAVEY, PHOTON STORM LTD.



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Transcription:

HTML5 Gaming on the mobile web RICHARD DAVEY, PHOTON STORM LTD.

What we ll cover What is HTML5 Why build HTML5 games Technical Challenges Back to basics Production Guidelines The Future Getting Started

What is HTML5? A media buzzword for a group of web technologies: JavaScript CSS3 Canvas WebGL Web Audio Cross platform - but only just Over-hyped! Not Flash

Who am I? Director, Photon Storm

Who we build games for 40+ HTML5 games in 18 months

Why they need HTML5 games Month on month growth 9pm peak time 20%

5 million MONTHLY USERS 300 GAMES MOST 3 rd Party 15 NEW GAMES A MONTH PREDOMINANTLY EUROPE + SOUTH AMERICA BoosterMedia.com HTML5 Gaming Portal Network

Technical Challenges

Desktop browsers Mobile browsers Fast! Great audio Webcams 3D Lots of memory Wired / broadband Great tools Slow! Terrible legacy audio No camera yet No 3D yet Very little memory Wireless / 3G Very few tools

Building on shifting ground 2,200 changes to WebKit and Chromium per week From Canary to Chrome in 12 weeks ios and Android automatic updates over the air Automatic browser updates Things you re told are not possible today might be by the end of the project. Be prepared to un-learn what you know every 6 months

Constantly changing hardware 4"-5" Smartphones Apple iphone 5 (4" Apple ios 6.0) Nokia Lumia 920 (4.5" Microsoft Windows 8) HTC Windows Phone 8X (4.3" Microsoft Windows 8) HTC Windows Phone 8S (4.0" Microsoft Windows 8) Motorola Droid RAZR HD (4.7" Google Android 4.0) Motorola Droid RAZR M (4.3" Google Android 4.0) TBD: LG Nexus 4 (4.7" Google Android 4.2) 7"-8" Tablets ipad Mini (7.9" Apple ios 6.0) Kindle Fire HD (7" Google Android 4.0 modified) Kindle Fire (7" Google Android 4.0 modified) 9"-10" Tablets ipad Gen 4 (9.7" Apple ios 6.0) Microsoft Surface Tablet (10.6" Microsoft Windows 8) Kindle Fire HD (8.9" Google Android 4.0 modified) Lenovo ThinkPad Tablet 2 (10.1" Microsoft Windows 8) Acer Iconia Tab W510 (10.1" Microsoft Windows 8) Dell Latitude 10 (10.1" Microsoft Windows 8) Dell XPS 10 (10.1" Microsoft Windows 8) Asus Vivo Tab RT (10.1" Microsoft Windows 8) TBD: Nexus 10 (10" Google Android 4.2) 11"-17" Laptops & Convertibles (Tablet/Laptop) 13" MacBook Pro with Retina (13" Apple OSX 10.8) Lenovo IdeaPad Yoga 13 (13.3" Microsoft Windows 8) Lenovo ThinkPad Twist (12.5" Microsoft Windows 8) Toshiba Satellite U925T (12.5" Microsoft Windows 8) Dell XPS 12 (12.5" Microsoft Windows 8) Lenovo IdeaTab Lynx (11.6" Microsoft Windows 8) Samsung ATIV Smart PC 500T/700T (11.6" Microsoft Windows 8) Acer Iconia W700 (11.6" Microsoft Windows 8) Sony Vaio Duo 11 (11.6" Microsoft Windows 8) Samsung Chromebook (11.6" Google Chrome OS) 20"-30" Desktops Sony Tap 20 (20" touch screen Microsoft Windows 8) 21.5-inch imac (21.5" Apple OSX 10.8) 27-inch imac (27" Apple OSX 10.8) 5"-6" Phone/Tablet Hybrids Samsung Galaxy Note II (5.5" Google Android 4.0) Device announcements during just September to October 2012

DOM, Canvas, SVG, WebGL DOM can be faster, to a point Sometimes only canvas works SVG fits some types of game Multi-renderer frameworks Keep an eye on WebGL

There is NO MAGIC BULLET for rendering! Use common-sense and pick what is suitable not fashionable

Event Lag Canvas redraws are expensive ipad 1, Android 2, Kindle = Makes touch events lag Dirty Rects & QuadTrees ftw Hint: Avoid stacked canvases

Audio Like, WTF?!

Audio Legacy issues Performance 1 sound channel (yes, really) Cellular playback issues Codec issues (mp3, ogg, m4a, amr, ac3) Web Audio solves all of this Until then Use these libraries: Zynga Jukebox Howler.js

Back to basics

What do you mean I can t have 500 particles around my lens flare? Lack of performance means stripping away the window dressing When you do this you realise how solid the concept really was in the first place Ask yourself: Did the player get a significantly reduced experience because the game didn t have 3 levels of parallax scrolling and a video intro? HTML5 today on mobile limits embellishment, not good ideas

Tree Fu Tom: Magic Dash

Production Guidelines SANITY CHECKING CLIENT REQUESTS

Warning signs If the game genuinely needs: Complex audio or video Large areas of movement Complex controls Advanced physics Short delivery deadline!... then consider carefully if the time is right yet

Test early and test often User Testing Device Testing Combinations of the two You will never be able to test all combinations

Expect the un-expected Allow extra time for build even on very basic projects Prototype all key areas of the project up front You are breaking new ground That doesn t suit all teams or projects

Flash Conversions Yay! Game concept exists Assets exist Devs recreate it all Sets expectations Nay! But does it work? Can t be used as is Wrong priority Incorrectly

What about the Future?

Look to the desktop Issues we face today on mobile are solved on the desktop and are filtering down already Devices are getting faster Chrome is now updated in sync with the desktop (although hello Blink) Firefox OS Tizen ios7 BlackBerry Windows 8 Legacy baggage fades quickly

Getting Started TOOLS AND RESOURCES

TypeScript http://www.typescriptlang.org/ Static checking! Classes, modules, interfaces (ES6) Compile time errors It makes life sane again IDE Support Visual Studio 2012 (Web Express and Pro) WebStorm FlashDevelop

Texture Packer, CS6 / CC & Shoe Box Use Texture Atlases to save http requests and GPU memory Export MovieClips from Flash, just be careful of creating too many sprite sheets ShoeBox is a graphical swiss-army knife http://www.codeandweb.com/texturepacker http://renderhjs.net/shoebox/

Spine and Spriter 2D skeletal animation for games Spine: AS3 & JS runtimes http://esotericsoftware.com/ Spriter: http://www.brashmonkey.com/

HTML5 Game Devs.com A forum specifically for HTML5 game developers News Code Game Showcase Constantly great new content! http://www.html5gamedevs.com/

Phaser Extremely fast to get started TypeScript or JavaScript Similar concepts to Flixel It s a collection of all the most useful functions and HTML5 tricks we ve learnt in a single framework < 45KB minified & gzipped Close to 1.0 release! http://www.photonstorm.com/phaser

Pixi.js 2D JavaScript renderer WebGL with canvas fall-back Borrows heavily from Flash (MovieClips, Stage, etc) Constantly updated https://github.com/goodboydigital/pixi.js

Thank you! Richard Davey rich@photonstorm.com Twitter: @photonstorm

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