The Death of an HTML5 Game Breeds an Open Source Project 147
colinneagle writes "German social gaming company Wooga has thrown in the towel on its HTML5 project after seeing little return on the increasing amount of effort put into its Magic Land Island game. Some early success convinced Wooga to devote additional resources to the game, which was launched in October of last year. However, 'As the project continued to progress, so did the industry. Whilst the benefits of an open platform future are clear for games developers, it became clear halfway through Magic Land Island's development cycle that the technology wasn't yet ready for mainstream exposure.' The announcement sheds some interesting light on HTML5, as Wooga hardly holds back on any of the details behind the game's failure. The biggest barriers to HTML5's entry to the mainstream include internet connectivity and limitations on sound. The consensus? The time for HTML5 will come; it's just not quite there yet. In the meantime, Wooga has made the game open source so other HTML5 developers can learn from it."
I'd settle for (Score:5, Funny)
Nethack 3D! 8^)
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http://clintjcl.wordpress.com/2010/05/20/journal-computer-old-school-computing-tribute-to-nethack-i-used-to-look-for-the-net-in-nethack-but-never-found-it [wordpress.com]
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Diablo 3 is nothign more than Diablo 2.
Fuck that, nethack had a bit more fun to it.
Re:I'd settle for (Score:4, Insightful)
Diablo 3 is nothign more than Diablo 2.
If that were actually true, ActiBlizz would be drawing a lot less nerdrage over the game.
Re:I'd settle for (Score:4, Informative)
No, he's absolutely right.
D3 is nothing more than D2. It is, however, a lot less.
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But Flash is dead, right? (Score:5, Funny)
Didn't they get Steve Jobs' memo?
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Didn't they get Steve Jobs' memo?
Despite it supposedly being dead, it continues to claw at us from the grave "Install Update Now?"
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That's way better than having the same thing happen with Steve himself. It might be the only way they can get some people to install Lion though.
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Adobe has to be the most annoying updater in the software world. I think I see that update screen for Flash and Reader more than I do my login screen.
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Adobe has to be the most annoying updater in the software world. I think I see that update screen for Flash and Reader more than I do my login screen.
If only it didn't need an update every day...
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Not to mention Acrobat only checks for and updates after a reboot and often asks you to reboot again.
Re:But Flash is dead, right? (Score:4, Insightful)
The lesson is you don't make games in HTML or Flash. You do it the correct way in C++.
You can't run C++ from a browser using any sort of standards... and Flash is pretty much installed on enough machines to be considered a standard (heck it's even built-in to Chrome).
Compile, make packages, offer download (Score:5, Informative)
You can't run C++ from a browser using any sort of standards
You can if you code to SDL (the de facto standard for 2D games' I/O), compile it for Windows, Mac, X11/Linux, and Android, and then offer binary packages (msi, dmg, deb/tgz, apk) through standard HTTPS. The only browsers you won't hit with this method are Safari for iOS, IE for Windows Phone 7, IE for Windows RT, and browsers for game consoles.
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That's not "running from the browser", though. As in, not zero install, which is the whole point of the exercise.
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And why the hell is zero install so bleeping important?
Because it's what people expect now that they're used to Flash and Facebook games.
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Because of several common tragedies:
1. Lock down computers
2. People don't know how a file system or file structure work, aka it gets dumped where it can't be found
3. Download IS really a hassle
So basically if I can go to a webpage and just play, it will be a lot better.
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Give the app its own user account (Score:3)
Re:Compile, make packages, offer download (Score:4, Informative)
You can compile C++ to JS and run it on the web, using Emscripten. It supports SDL.
Here is an example 2D game ported that way: http://www.syntensity.com/static/mams/mams.html [syntensity.com]
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Google Native Client is Chrome-only (Score:3)
Chrome has plurality but devs want supermajority (Score:3)
But Chrome took over the top browser spot from IE.
That's a plurality, not yet a majority.
So who gives a fuck what a bunch of wannabes think?
Any web developer that wants to reach a three-fourths supermajority of PC users, for one. At this point, Google Native Client runs on as many distinct browser engines as ActiveX. Or how do you expect to get people to install Chrome just to run one web application?
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You can't run C++ from a browser
That's the point. You shouldn't be making game and programs meant to run in a web browser.
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Yes but if you have ever done production game coding in flash you would understand it is nothing more than a shitty kludge hack.
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Not that I am defending html5 because I am not it is a even bigger kludge hack with far less performance.
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Open Screen Project (Score:2)
Of course, [Flash and ActionScript are] not an open standard.
I thought that changed years ago when Adobe relicensed the SWF specification as part of the Open Screen Project. Why haven't free reimplementations of Flash Player popped up since then?
Some platforms can't run C++ (Score:1)
The lesson is you don't make games in HTML or Flash. You do it the correct way in C++.
So in what language should one make a game for a platform that can't run C++, such as Windows Phone 7 or Xbox Live Indie Games on Xbox 360?
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WP8 has native code. WP7... just pretend it's never there. It's not like it's got numbers large enough to be bothered about it.
For Xbox, I suspect there will be something to enable native code for indie developers later on to align it with Win8 and WP8 (both of which have converged on C++ and DirectX as the preferred framework for games).
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Can't run C++?! What is this, 1983? If nobody ports compilers for the newest, hippest languages to your box anymore, maybe it's time to trade in your ZX81 for a shiny new PC AT running MS-DOS 3.1.
I'm not familiar with two weird brands you mention (what are those, PET ST Archimedes Model 80 variants?) but I'm sure you'll find that C++ runs on all modern computers these days.
They can, but only for hand-picked devs (Score:4, Informative)
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And lets get back to being forced to use one OS for everything. Like in the good old 1990's
The Key Reason for Microsoft Dominance is the fact that there is so much software that only runs Microsoft OS's
When software makers make software they will choose the OS that most people use... So it makes that OS even more Dominate...
Now HTML, Flash, Java, Javascript. Allowed for Code to run independent of the OS or even the browser (as they are getting more standard compliment every day) so we are actually more fre
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Flash is dead, yes. It didn't run on all devices like HTML does and frankly for a web standard that is unacceptable. Good riddance.
Fortunately now we've replaced Flash with the Apple AppStore and it's apps. Using apps ensures literally 100% compatibility with the target device and a much smoother experience than Flash could ever provide.
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... and no portability to other operating systems or non-Apple devices.
Yay?
Re:But Flash is dead, right? (Score:5, Informative)
I hate to break it to you but many apps in the AppStore, including award-winning ones [apple.com] are built in Flash and packaged as apps.
The whole crusade against flash is just the new generation rebelling the old one, not completely unlike the nosql movement.
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The whole crusade against flash is just the new generation rebelling the old one
Sorry, but I've been waging a crusade against flash since the 90s. It has never been a good solution for anything.
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[Adobe Flash] has never been a good solution for anything.
In that case, I'd like your honest opinion: What solution for efficiently delivering vector animation to the viewer is better than SWF? Rendering to a cosine transform format like MPEG-4 AVC or WebM VP8 is less space-efficient than SWF by an order of magnitude. And what solution for authoring vector animation is better than Flash CS?
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Guess you've never played The Binding of Isaac.
Re:But Flash is dead, right? (Score:5, Informative)
I hate to break it to you but many apps in the AppStore, including award-winning ones [apple.com] are built in Flash and packaged as apps.
And the ones that don't suck aren't.
We have a Flex AIR app that compiles to iOS and Android (plus all the other usual suspects). It runs better than _any_ of our competitor's, especially the ones based on HTML5. Oh, and the HTML5 based apps look like crap, in addition to running like it.
Now I realize that coding in pure native has the potential to be faster, but in practice, your developer is the limiting reagent. We greatly benefit from the cross platform capabilities and rapid development (scale-9 slicing + solid vector graphic framework+ countless other things I have been spoiled with over the years), and all without any noticeable degradation in performance.
I hope more people are as closed minded as you, because that means more money for me.
Re:But Flash is dead, right? (Score:4, Interesting)
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I realise you a probably a troll, but sometimes the folks here need the odd reminder: Successful products are the ones that serve a need and are fit for purpose. The personal preference of a software developer with an unusally stong belief is neither anything that the end user is
Media capture API (Score:4, Informative)
Flash is dead, yes. It didn't run on all devices like HTML does
Flash's media capture API runs on a lot more devices than HTML5's. So do Flash vector animations, without having to bloat them by a factor of ten by rendering them to cosine-transform-based video.
Using apps ensures literally 100% compatibility with the target device
And 100% more headaches with the device manufacturer's screening process, as the article points out.
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Flash is alive only in the same sense that a chicken which has had its head cut off is alive.
Mike [wikipedia.org] lived for 18 months after his beheading. How does that figure into your analogy?
Adobe management decided it would be better to throw in the towel and shift resources to writing HTML5 authoring tools.
Let me know when it becomes possible to make Homestar Runner or Weebl and Bob with those tools. Or to make an application that uses a device's camera or microphone because unlike Flash's media capture API, HTML5's [w3.org] has gone largely unimplemented [stackoverflow.com]. Without media capture, how would one make video chat or a barcode scanner app?
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Flash has all sorts of sucky attributes, but don't kid yourself into thinking it's dead. It's dying like chubby fifty-year-old; it's going to happen, but it might be a long time.
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Yep. (Score:3)
The time for HTML5 will come; it's just not quite there yet.
I've been saying this for awhile now. HTML5 is neat, but it's still not anything more than that right now.
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The 2D context (canvas) is probably rendered in software, so it makes sense that it is slow - I'd use WebGL 2D for games. WebGL at least uses an established, if old API - OpenGL for Embedded Systems - it was 2.0 last I checked and if that still aligns with OpenGL 2.0 I'd hate to start developing on it because I'd dread the move to 3.0 (porting from OpenGL 2 to OpenGL 3 was a MAJOR pain because the GLSL language changed drastically - if you don't use GLSL, porting is a non-issue). For random numbers you coul
Re:Yep. (Score:5, Interesting)
I have written one HTML5 game http://magigames.org/runestone_defense.html [magigames.org] and I am working on another.
HTML5 runs fine on a PC, but is too slow on my iPhone 4s and my iPad.
I chose HTML5 because I wanted to brush up on my Javascript. If I wanted to make $, I'd have chosen Flash.
Making sure everything works in various browsers / OS is not too bad. I test in IE9, Chrome and Firefox on Windows 7, Chrome, Firefox and Safari on Mac, and Chrome Firefox on Linux. It can be time consuming to try them all, but once I nailed down the differences (mouse events in IE, most notably) it wasn't too bad.
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That is a nice game sir. Just saved the link to it to, err, analyze it better over the weekend.
Seriously, I once created a simple logic puzzle in Java and seeing what you did makes me want to port it to HTML5 to make it easier to be shared. And performance is not really an issue in that kind of game.
Kudos!
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Thanks.
I found it easier than I expected to write. The jawsJS game lib does most of the heavy lifting as far as sprites, animation, etc: http://jawsjs.com/ [jawsjs.com] it's LGPL. All my code for that game (Runestone Defense) is BSD licensed.
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Very nice game.
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I predict that 2013 will be the year of the Linux desktop and HTML5.
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Oh please, I've been hearing that first prediction every year for as long as I can remember.
I think that's the point of his joke. :)
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Actually, it is great for my iPad. I converted my videos on my computer over to x264 and in a format that my iPad will play and I have a nice little html5 code to play it. So I can access my collection wherever I can pull down 1mb/s (obviously 3G is too slow, but WiFi works great).
Games on the other hand, I don't really care for right now.
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I have not seen anything in HTML 5 that couldn't be done using old school AJAX dom manipulation. All html5 is, is a standard to move forward on. Give it another 5 years, and it might be there.
Facebook? (Score:3)
Magic Land, a native Facebook app (Score:2)
Please, no sound (Score:5, Informative)
Sound in web pages has been an abomination since the moment it was introduced. I never want to have to go searching through dozens of tabs looking for the one website that thinks its so important that it needs to blare audio at me. Anything that plays audio without the explicit consent of the user is incredibly impolite.
No autoplay on YouTube? (Score:2)
Anything that plays audio without the explicit consent of the user is incredibly impolite.
So are you claiming that video description pages on sites such as YouTube must not autoplay their videos?
Re:No autoplay on YouTube? (Score:4, Informative)
When you go to youtube, you're asking for video. When you search the web for information on bananas, you're not asking for "I'm a banana" repeating in the background as you read up on the cultivation and export of the fruit.
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But an important question is, if I was searching for such, how would I do so?
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Good god yes! Just because I click through to a video doesn't mean I want to watch it immediately. I often middle click through half a dozen links to open them in new tabs, and then watch them one after another.
This is why I keep youtube blocked in noscript, to enforce click to play.
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I would prefer that. My second favourite use of flashblock is to keep videos from playing until I'm ready for them.
Videos unavailable in HTML5 (Score:2)
With HTML5 this crap can be fixed in the browser
But with HTML5 the publisher can't as easily enforce the display of advertisements or the non-retention of more than a minute of buffered video. That's one reason why a lot of videos are unavailable on mobile.
Re:Please, no sound (Score:5, Insightful)
It's a game, not a webpage. It's perfectly reasonable and expected for it to play sound at you at random times.
What is really needed is a clean separation into apps and pages. Google is pushing for that in Chrome, but other browsers haven't really picked it up yet.
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It's a game, not a webpage. It's perfectly reasonable and expected for it to play sound at you at random times.
What is really needed is a clean separation into apps and pages. Google is pushing for that in Chrome, but other browsers haven't really picked it up yet.
(emphasis mine)
That is an excellent point. What a lot of people seem to forget when jumping to the defense of HTML5 is, there's now more to the web than structured documents.
As a consumer, I am annoyed by the many poor design decisions in Flash, and appreciate a push to open (and enforceably less annoying) web standards. As someone who has to answer to my enterprise customers, HTML 5 is sorely lacking. It was simply not designed for this purpose.
I really love the idea of the Pepper API, and I hope it tak
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Games already exist for the browser. Have a go at it. [upsidedownturtle.com]
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Yes, I admit that my knowledge of Firefox capabilities in that regard was not up to date. Thanks for correcting that.
However, do they actually apply different permissions and such when you pin a site as an app tab? Or is it just a visual marker and a change with respect to how links are handled?
Sound clips pages (Score:1)
Obviously it can (and has been) mis-used, but I've seen various good uses for sound on webpages.
For example, on a monitoring system, it might be good to have it play an audible alert along with a visible one when a system has failed or is experiencing issues.
On a site with sound or music files, playing samples without needing an external plugin/player is useful. A lot of sites use embedded flash plugins for this which don't necessarily would on portable devices.
For sites which are more interactive (e.g. an
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On a site with sound or music files, playing samples without needing an external plugin/player is useful.
Why doesn't the OS provide an audio player? What's wrong with using it?
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Fine if you want to listen to a whole item, there's no reason you can't download+play it. For clips or segments, etc, that would be a huge PITA.
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The problem here is really more about "autoplay" than "sound" (and I agree completely - autoplay is an abomination unto the Browser. Now if we could get Google to quit forcing the HTML5 "beta" videos to autoplay we might be getting somewhere...)
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Aahhhhh. The bgsound meta tag, with something like Hawaii.mid set to loop -1.. zombocom!
Nothing beats the friendly 90's rotating skull smiling at you
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http://blogs.adobe.com/flashplayer/2012/03/gameon.html [adobe.com]
to my knowledge there are no games being made with html5 that even approach the scope of these pc/console games using flash. and html5 is more inconsistent across platforms than javascript, almost as much as css. i thought we valued wr
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That sounds like a great reason not to use HTML for games. Use HyperText Mark Up language to mark up hypertext. Use PyGame or something else if you want a cross platform game interpreter. Both your browsing experience and your gaming experience will be improved if you keep them seperate.
Hyping my free software projects (Score:2)
I'm hyping my own projects here, but over the past weeks I've been porting free software games over to Android. Specifically, games that use the Simple DirectMedia Layer (SDL) library. Most of the games are written in C++, and the OpenGL (OpenGL ES in the case of Android) functionality is handled via the SDL library. I have had a good response so far for some of the games.
I have the games as different branches from my tree on Github. My tree is a fork of Sergii "Pelya" Pylypenko's port of SDL 1.2 to And
Props to Wooga (Score:1)
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Making it open source is a pretty awesome move. They could have just sat on it for a while, or let the work go to waste.
One of the dirty secrets of open source giveaways is that often there are really good reasons why it was given away, like the quick fixes and workarounds for core problems have finally piled up so high that most changes for the remaining bugs brings the rest of the code down faster than a house of cards.
It doesn't always have to be this way, but Mozilla was this way (prior to the from scratch rendering engine rewrite that took years), as have a few games (Jagged Alilance comes to mind). Eventually a few pr
Cross Platform Compatibility (Score:2)
This is one the key features I think game developers were looking for when HTML5 came out. It promised the holy grail of "write once, run everywhere". It would allow you to write a game for a browser and have it work on iPhone, Android and WP7. The issue is still that every browser and hardware device act different. A touch on one device is a tap on another. Multitouch works here but not there. Some browsers don't support audio, some don't support WebGL acceleration. This also changes all the time.
Deploying
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eventually you will be able to push your code to nearly every OS
Nope. For-profit corporations competing for everything will insure that that day never comes. If you are not convinced, consider that corporations will even deliberately break their own backward compatibility for strategic reasons. Development efforts that understand and roll with that have an easier time than those that chase the ideal that will never be.
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is the git repository down? (Score:2)
I tried git ' clone git@github.com:wooga/Pocket-Island.git ' and it said permission denied
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Works fine for me (without the quotes).
THE DIET SOLUTION (Score:1)
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Ironically...easy app store monetization may be another factor holding HTML5 gaming back. So you want yur game in a browser? How you gonna get paid?
Monthly, please... Like in "No fee this month and your game won't be able to pull some needed scripts from my site".
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Monthly, please... Like in "No fee this month and your game won't be able to pull some needed scripts from my site".
Full Disclosure, I would have never purchased your product/service in the first place for this reason alone. Better give me some other payment option other than monthly or forget it.
The first time your company used a forced auto-upgrade or auto-update process to attach my bank account (via credit card) or require a phone number (with no way to opt out) to your bottom line (whether by phone number, credit card, paypal, etc..) I would churn from your product forever..so fast your head would spin. Loved Pa