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Showing posts with label Top Sites. Show all posts
Showing posts with label Top Sites. Show all posts

Sunday, March 09, 2014

What browser am I using?

What browser am I using?
is fantastic web app that will make it easy to know what browser your client or anybody is using.
You're using Firefox 27.
Share this with your support team!


Browser details 
This information may help support representatives resolve any issues you're experiencing with their website.
Operating system Windows 7
Cookies enabled Yes
Flash version 12.0.0
Java version 1.7.0_09
Browser size 1349 x 664
Screen size 1366 x 768
Color depth 24 bit

Your full user agent string is: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:27.0) Gecko/20100101 Firefox/27.0

Friday, February 14, 2014

Tutorial Setup WOW.js



WOW.js is another great library for revealing animations on scroll with some easy to customize features. Made by Matt Aussaguel.

Saturday, November 30, 2013

Templates and Tips: Designing Device Assets


A fantastic and complete set of Photoshop templates for device assets by Blair Culbreth. It includes favicons, Apple touch icons, startup images for iPads and iPhones old and new, and Windows tiles for IE10 and IE11.

Ionic: Advanced HTML5 Hybrid Mobile App Framework


Ionic offers a library of mobile-optimized HTML, CSS and JS components for building highly interactive apps. It is built with Sass and optimized for AngularJS. It's in alpha and it looks like a very promising framework for developing hybrid mobile apps in HTML5.

Friday, September 20, 2013

Tutorial jQuery Fullscreen Editor


This jQuery plugin that adds a fullscreen mode option to a common text area.

Key features

  • Flexible fullscreen mode
  • Works on mobile - and major desktop browsers
  • Comes with two different transitions
  • Only ~4kb (minified)


Instructions

Download and extract the zip file to your desired project folder. Then in your document, first include fseditor.css right before >head< tag,
<link rel="stylesheet" href="fseditor.css" type="text/css" media="all">
Then include jQuery +1.8 and minimized version of fseditor's core javascript file;
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script>
<script src="jquery.fseditor.min.js"></script>
<script>
  $(".mytextarea").fseditor();
</script>
That's it! Now the magic will happen.

Options

overlay Whether show semi-transparent overlay behind the editor in fullscreen mode. (true/false)
placeholder Show placeholder on the editor. (string)
transition The transition effect while switching fullscreen mode, by default it is 'fade'.
('fade', 'slide-in')
expandOnFocus When set to true, the fullscreen mode will be triggered on focus. (true/false)
maxWidth Maximum width for fullscreen editor. (number)
maxHeight Maximum height for fullscreen editor. (number)
onExpand Expand event will be triggered when editor the goes to fullscreen mode. (function)
onMinimize Minimize event will be triggered when the editor goes to inline mode. (function)

Public Methods

To trigger a public method of the plugin, you can simply call;
$('#fseditor').fseditor('method');
expand Triggers fullscreen mode.
minimize Minimize the fullscreen mode. (unless it's not expanded)
destroy Removes the plugin completely and brings the native textfield back.

Credits

This plugin was created by Burak Son (@burakson). Feel free to open a ticket on issue tracker regarding any ideas/bug report. Contribution would also be appreciated!

Friday, September 13, 2013

How to Get Started With HTML5 Game Development



Learn how to get started with HTML5 game development from this guide by Austin Hallock and Robert Nyman.

Most of the audience here already sees the value in HTML5, but I want to re-iterate why you should be building an HTML5 game. If you are just targeting iOS for your game, write the game in Objective-C, the cons outweigh the benefits in that scenario… but if you want to build a game that works on a multitude of platforms, HTML5 is the way to go.

Cross-Platform

One of the more obvious advantages of HTML5 for games is that the games will work on any modern device. Yes, you will have to put extra thought into how your game will respond to various screen sizes and input types, and yes, you might have to do a bit of ‘personalization’ in the code per platform (the main inhibitor being audio); but it’s far better than the alternative of completely porting the game each time.
I see too many games that don’t work on mobile and tablets, and in most instances that really is a huge mistake to make when developing your game – keep mobile in mind when developing your HTML5 game!

Unique Distribution

Most HTML5 games that have been developed to this point are built in the same manner as Flash and native mobile games. To some extent this makes sense, but what’s overlooked is the actual benefits The Web as a platform adds. It’s like if an iOS developer were to build a game that doesn’t take advantage of how touch is different from a mouse – or if Doodle Jump was built with arrow keys at the bottom of the screen instead of using the device’s accelerator.
It’s so easy to fall into the mindset of doing what has worked in the past, but that stifles innovation. It’s a trap I’ve fallen into – trying to 100% emulate what has been successful on iOS, Android, and Flash – and it wasn’t until chatting with former Mozillian Rob Hawkes before I fully realized it. While emulating what worked in the past is necessary to an extent, The Open Web is a different vehicle for games, and innovation can only happen when taking a risk and trying something new.
Distribution for HTML5 games is often thought of as a weakness, but that’s just because we’ve been looking at it in the same sense as native mobile games, where a marketplace is the only way to find games. With HTML5 games you have the incredible powerful hyperlink. Links can so easily be distributed across the web and mobile devices (think of how many links you click in the Facebook and Twitter apps), and it certainly should not just be limited to the main page for the game. The technology is there to be able to link to your game and do more interesting things like jump to a specific point in a game, try to beat a friend’s score, or play real-time against that friend – use it to your advantage!
Take a good look at was has worked for the virality of websites and apply those same principles to your games.

Quicker Development Process

No waiting for compilation, updates and debugging in real-time, and once the game is done, you can push out the update immediately.

Choosing a Game Engine

Game engines are just one more level of abstraction that take care of a few of the more tedious tasks of game development. Most take care of asset loading, input, physics, audio, sprite maps and animation, but they vary quite a bit. Some engines are pretty barebones, while some (ImpactJS for example) go as far as including a 2D level editor and debug tools.

Decide Whether or Not You Need a Game Engine

This is largely a personal decision. Game Engines will almost always reduce the time it takes for you to create a fully-functional game, but I know some folks just like the process of building everything from the ground up so they can better understand every component of the game.
For simple games, it really isn’t difficult to build from scratch (assuming you have a JavaScript background and understand how games work). Slime Volley (source) for example was built without having a game engine, and none of the components were rocket science. Of course, Slime Volley is a very basic game, building an RPG from the ground up would likely lead to more hair pulling.

Choosing Between a “Game Engine” and a “Game Maker”

Most of the typical audience of Mozilla Hacks are probably going to lean toward using a game engine or building from scratch, but there is also the alternative of using a “Game Maker” like Construct 2. Using a Game Maker means you won’t actually write in JavaScript; instead, you create code-like events in the editor. It’s a trade of ease-of-use and quickness to prototype/develop vs customization and control over the end result. I’ve seen some very impressive games built with either, but as a developer-type, I tend to favor writing from scratch / using an engine.

Finding the Right Game Engine / Game Maker for you

There are so many HTML5 game engines out there, which in part is a good thing, but can also be a bad thing since a large percentage have either already stopped being maintained, or will soon stop being maintained. You definitely want to pick an engine that will continually be updated and improved over the years to come.


HTML5GameEngine.com is a great place to start your search because the hundreds of game engines are narrowed down to about 20 that are established, actively maintained, and have actual games being developed with them.
For a more complete list of engines (meaning there can be some junk to sift through), this list on GitHub is your best bet.

Learning Tools

If you’re going with a game engine, typically their site is the best resource with tutorials and documentation.

Technical Tutorials

Game Design Tutorials

With game development, the technical aspect isn’t everything – what’s more important is that the game actually be fun. Below are a few places to start when learning about game mechanics.

Helpful Game Tools

User Retention, Monetization and more

Full disclosure here: I am a co-founder at Clay.io.
Making a game function is just part of the equation. You also want players to play longer, come back, tell their friends about it, and maybe even buy something. Common elements in games that focus on these areas are features like user accounts, high scores, achievements, social integration, and in-game payments. On the surface most are typically easy enough to implement, but there are often many cross-platform issues and intricacies that are overlooked. There is also value in having a central service running these across many games – for example, players genuinely care about achievements on Xbox Live because Gamerscore matters to them.
  • Clay.io – user accounts, high scores, achievements, in-game payments, analytics, distribution, and more.
  • Scoreoid – similar to above.

Development Tools

  • stats.js – A JavaScript performance monitor. Displays framerate, and performance over time.
  • Socket.IO – realtime client-server communication (if you’re going to have a backend for your game).
  • pixi.js – A canvas and WebGL rendering engine.
  • CocoonJS – Improves HTML5 game performance on iOS and Android with an accelerated canvas bound to OpenGL ES.

Motivation

Regardless of what you’re building, extra motivation is always helpful. For games, that motivation often comes from surrounding yourself with others who are in the same boat as you – working on games.

js13kGames

js13kGames is a competition that is currently taking place at the time of this writing. You have until September 13th, 2013 to develop an HTML5 game that, when compressed, is less than 13kb.

Mozilla Game On

Mozilla runs a game competition every year from December through February with some fantastic prizes – last year’s was an all-expense paid, red carpet trip to San Francisco for GDC 2013.

Clay.io’s “Got Game?”

Clay.io (full disclosure, I am a founder) runs an annual HTML5 game development competition for students. Last year was the first year and we had over 70 games submitted. The next competition is planned for February / March 2014.

Ludum Dare

Ludum Dare isn’t for tangible prizes, nor is is specific to HTML5 games, but there are plenty of HTML5 developers that participate.

One Game a Month

One Game a Month isn’t so much a competition as it is an accountability tool. This isn’t restricted to HTML5 games, but many of the participants work with HTML5. The goal is to crank out one game every month. I wouldn’t recommend this long-term since one month is too short of a time to create a great game, but it’s good when learning to force yourself to develop and finish simple games.

Help From the Community

HTML5GameDevs.com

HTML5GameDevs has quickly become the most active community of HTML5 game developers. Most folks are very friendly and willing to help with any issues you run into.

#BBG

#BBG is the go-to IRC channel for HTML5 games – you’ll even find quite a few Mozillians hanging around.

How to Make Money

In-Game Purchases

In-game payments, in my opinion, are the way to go for HTML5 game in the long-term. For now, most HTML5 games don’t have enough quality content, nor the game mechanics in place to get player purchasing items.
This is the revenue model with the highest potential, but it’s also the most difficult to achieve by far – not technically, but having the right game. I’d say the best way to learn how to properly monetize your game in this aspect is to take a look at games that do it really well on Flash and Mobile – games from King.com and Zynga typically have this nailed down pretty well. There’s also some good reading material, like The Top F2P Monetization Tricks on Gamasutra.

Licensing

Where we’re at right now with HTML5 games, licensing games is the strongest, most consistent way to make money – if and only if your game works well on mobile devices.
There are countless “Flash Game Portals” that receive organic mobile traffic, but can’t monetize it with the Flash games they have. Their solution is to go out and find HTML5 games to buy non-exclusive licenses (the right to put the game on their site, often making small adjustments) to offer their mobile visitors.
Typically non-exclusive HTML5 game licenses (meaning you can sell to more than one site) go for $500-$1,000 depending on the game and publisher. Some publishers will do a revenue share model instead where you’ll get a 40-50% share on any advertising revenue, but no up-front money.
Licensing is the safest way to make money right now, but the cap is limited – the most you’re going to make with a single game is in the $5,000-$6,000 range, but it is easier to hit that mark than it is with in-game payments or advertising.

Advertising

Advertising is the middle-ground between in-game payments and licensing. It’s easier than in-game payments to make money and with a higher potential cap than licensing (but probably less than in-game payments). It’s easy enough to implement ads: just pick your ad network of choice (be wary of Adsense’s strict terms) and implement them either surrounding the game, or at various stopping points.
The commonly used ad networks are LeadBolt for mobile and CPMStar for desktop. You can also use Clay.io which makes it a bit easier to implement advertising, and tries to maximize the revenue by using different ad networks depending on the device used and other factors.

Distribution

The final stage in a game’s development is distribution. The game is done, now you want people playing the game! Fortunately, with HTML5 there are plenty of places to have your game (many of which often go unused).
More and more marketplaces these days are accepting HTML5 games as-is. Each has their own requirements (Facebook requires SSL, most require a differently formatted manifest file, etc…), but the time it takes to get into each is typically less than 30 minutes. If you want to reduce that even more, Clay.io helps auto-generate the manifest files and promotional image assets you’ll need (as well as takes care of the SSL requirement) – documentation on that here.

Some marketplaces you’ll need to have a native wrapper for your game – primarily the iOS App Store and Google Play. A wrapper like PhoneGap is one option, but the native webviews have pretty terrible JavaScript engines, so for now you’re better off with tools like CocoonJS and Ejecta.
source: https://hacks.mozilla.org/2013/09/getting-started-with-html5-game-development/

Thursday, September 12, 2013

Animo.js - Tool for Managing CSS Animations

Animo.js is a really useful tool for managing CSS animations. It allows to control the time and sequence of firing animations and more. Made by Daniel Raftery.

Stack animations, create cross-browser blurring, set callbacks on animation completion, make magic.

CSS animations are phenomenal and offer numerous advantages over JavaScript powered animations. First, they're hardware accelerated, which sometimes hard to notice on a desktop but is unbelievably present when viewing on a mobile browser. Second, I personally feel it's much easier to visualize and write the animation/transition in CSS using keyframes.

The problem with CSS alone is that they're usually fired on page load or a hover event, and you can't stack animations or trigger another when one has completed. That's where JavaScript and animo come in. You can easily stack animations to fire one after another, specify callbacks for the completion of an animation, or simply fire animations on any event or at any moment you please.
source: http://labs.bigroomstudios.com/libraries/animo-js

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