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Poll: what target are you developing for?

csp-games
Guest
Quote
2021-02-12 02:22:32

I wonder whether there are any developers targeting the WebGL platform, other than me.

So what targets are you guys aiming at?


just_in_case
Moderator
Quote
2021-02-12 05:08:49

@Jaimezegpi most of his projects are webgl targeted so maybe he can help you with that.


csp-games
Guest
Quote
2021-02-12 17:43:08

Thank you. It's not just for me, esp. for Niko, so he sees the priorities, and we can have some expectations for future updates.

I know it's tempting to develop for windows, because it runs fast and has most features supported. But then again it's much harder to make the audience test your game if they can't just run it in the browser. This is why I am almost a 100% interested in WebGL target only. And HTML5 became almost like a virtual machine. But of course, some people just want to develop for a small audience, like friends aso. that's fine.


Robo
Guest
Quote
2021-02-13 02:08:08

csp-games wrote:
I wonder whether there are any developers targeting the WebGL platform, other than me.

So what targets are you guys aiming at?


Only PC & Mac for me at the moment. Once done, I might try for Android or something else but not until PC is done right.


j9907
Guest
Quote
2021-02-13 10:27:01

I'm only targeting PC. Mac's a joke of a platform, and WebGL / Android aren't able to be targeted even if I wanted to (WebGL would be nice, admittedly) since "ccbRegisterKeyDownEvent" is used a lot in the player extension I have (not written by me), and that's currently only available on PC and Mac targets.

It's going to be at least 3 or 4 more years before this project is done though, so I have a long time. Lol.


srfstudio
Registered User
Quote
2021-02-13 12:18:19

When I started with CCube, around 2019, I was actually only interested in WebGL builds but after only six months it was clear that I can't create a high-functioning game. Levels that gave me 30fps in exe were giving me around 15fps in html.

The turning point was when I finally used ReShade on my level, it gave me the tools to have nice looking PPEs like Bloom, HDR, Sharpen/Perspective/Gamma... Looking at my level in WebGL and that same level in exe with ReShade was like looking at a pencil sketch and the final drawing:)

After that, I decided to focus on desktop builds as the main files and have WebGL builds as a secondary promo-material. If the demo has three levels all three levels would be in exe build and only one level would be in WebGL build with a message to download desktop build:)

WebGL is essential for getting the audience, even with recent changes and many websites shutting down or disabling uploads (like Kongregate), developers can still get 10k/20k gameplays in a week if publishing a game on, let's say, Newgrounds.

It's also a good test of a game if people are willing to try WebGL build and couldn't be bothered to continue playing by downloading a desktop build, it means the game is not engaging.

However, after the new 64bit update I noticed that WebGL's working much, much faster. It doesn't change the fact that it can never look as good as exe with ReShade but it's good because players won't dismiss the game because of poor performance if they play it first on the web.


veganpete
Registered User
Quote
2021-02-27 22:56:32

Personally, I'm only making a game for windows - but I'm not a proper developer - just a hobbyist using the free version and consider my skills to be pretty basic but getting along fairly well (if a little slow). I'm really happy with Coppercube as it is, only a couple of things I would like to be added really.


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