This is comming from someone who is semi-competent with Unity & C# but sucks at everything else. I can't comment too much on 2d and don't know jack about js or pure HTML5 coding.
At 11/11/17 03:35 AM, CoutryNet46000 wrote:
Most HTML5 games have to have certain support for devices which can't run WebGL, Unity based games and Canvas (most old browsers). The lag remains, my original browser on my PC takes up >500,000 K of memory, when running unity based games (wasn't Flash criticized for that?) I guess most HTML5 trolls went into hiding.
My current game has potentially 1000s of physics controlled objects and I haven't had anyone complain it runs slow. It does run like crap on the Ipad though. The conspiracy theorists in me thinks Apple did this intentionally to force people to go through their app store. When building a webGL project in Unity you set how much memory you want to allocate, I think mine is set at 256mb and never had an issue, other games may need to set it to say 512 but for the VAST majority of users this isn't going to be an issue.
:Many "Developers" can't make games which outpace their opposites (in FLASH), let alone write even a proper javascript code or place better UI controls with games, majority use commercial HTML5 game development softwares that take care of all the hard and complex code, all they have to do is make images and play around with buttons until the get the behavior they want from the game.
I've never made a Flash game but are you telling me that all/most flash developers do absolutely everything from scratch or that there aren't 100,000s of flash games which are beyond aweful?
I'll happily admit that there countless aweful HTLM5 games which have piss poor optimisation (hell I've even seen pong clones lag) but even the tiniest amount of competence will mean you can run an equivalent game far faster than Flash.
Having a look at the Developer Console you can log the number of Javascript errors on a website and game. One on game that error reporter was going crazy. (Chrome F12 Console).
Not if you code well.
Hacking is easy, via Cosole log, if you know javascript and have access to the games javascript resource path.
Yeah hacking is possible, a coder can take measures to prevent this though (admittedly I need to do a lot more on this front). How many flash game leaderboards are hacked with cheat engine though?
Support for audio file formats is inconsistent, with some browsers favouring the ogg vorbis format whilst others – such as Safari – favour the MP3 format.
Never had sound issues, tried my game on Chrome, Firefox, Safari and Maxathon, I'm using ogg.
Resource Extraction (forget about your copyrights and peace of mind).
Pirating (is very easy).
Yeah found that one out, personally I'm not going to fight it, in future I'll just make sure I have logos, URLS etc so people know where the original came from. I believe it's possible to use a Unity script to check which domain the game is being run on but I'm not 100% sure. Regardless to me it's not a big issue, I'll just make sure my desktop and mobile builds are of a quality where people would rather pay money for them than the inferior online version.
Constant server maintenance and hosting (if you're hosting it yourself) with Flash you can
simply pass the original SWF file as a download and let the user view it offline, no need
for constant server hosting for a static non-dynamic content.
If you're using GameMaker, MMF, Unity etc you can make a desktop build for people to download which will run smoother.
No implementation of @media-screens and form max-width controls via CSS.
Don't know about that but going to and from fullscreen is pretty trivial which is all I need.
Interactivity of the HTML5 games suck. Literally terrible! Using image compression add-on with
browser makes the graphics look ugly, most images are not optimized by the HTML5 "Developers" and most of the don't consider the time taken to load the assets for the client. Testing debugging requires the user to setup a Webserver to test and debug (via localhost:port/PATH).
Yeah this is a common criticism I have of developers too but it's not the fault of HTML5/WebGL. Often they have a desktop/mobile version but put seem to zero effort in to their WebGL build.
Most loaders never display percentage loaded, just a simple bar with the logo of the engine used.
Takes a bit of work but it's possible. I'll happily admit custom loaders are hard to find. My preloader is far from perfect but it's certainly better than the shit Unity has built in.
Adobe Flash takes up 11,300 K per process of memory, assets are packaged (Bzip) attributing from FWS to CWS. Just require a simple plugin that downloads easily. Allow for faster development, has a lot of ActionScript 3 tutorials and community support. Exported files allow for domain-lock, custom loaders which list the percentage loaded, files can be packaged and obfuscated, password protected from import.
Unity webGL packs all the assets using Gzip and uses JS to decompress. The whole thing is zipped too.
Admittedly you're still looking at about 5mb before you load a single asset which isn't ideal but you can do things which simply aren't possible with flash.
Unity has an absolute ton of support but the webGL side is definitely lacking.
Refer me some HTML5 game to restore my faith in it.
Here's the game I'm working on. I'd still like a better UI, and implement some anti-hacking measures but it runs smooth and loads reasonably fast for what it is IMO.