Archive for the ‘Flash’ Category
Since the “flash crisis” (starting from the summer of 2013) a lot of game developers have collided with an issue of being crammed with outdated flash games with copyrights sold to various sponsors and game portals.
For the majority of the developers porting their old games to the new platforms could be an ideal option.
That is why I decided to write an article on how they could re-monetize old games with no great effort.
I suggest using HTML5 as this particular game platform allows making the porting without huge investments.
The article reveals the following questions:
- What games are suitable for the porting to the HTML5?
- How to make the porting qualitatively?
- How to sell the renewed game wisely?
Briefly about HTML5:
Firstly a few words, why I suggest using HTML5 for porting flash games: HTML5 is a widely known technology that has such syntactic features as , and elements, as well as the integration of scalable vector graphics (SVG) content (replacing generic tags), and MathML for mathematical formulas. These features allow to make it easy to include and handle multimedia and graphical content on the web without having to resort to proprietary plugins and APIs.
I guess it does not require a lot introduction, still for more information feel free to visit: http://en.wikipedia.org/wiki/HTML5
Below I would like to point out the main benefits and some shortcomings of using HTML5 for porting a flash game.
- Cross-platform (the ability to launch a game on any platform);
- The development of HTML5 apps takes relatively little time;
- Saves resources (writing of the universal code for all platforms is less costly in comparison with developing native apps for each platform);
- Easy bug-fixing.
- Possible productions issues;
- Some limitations of the mobile devices;
- Lack of the common standard for the browsers and devices (bug-fix could be quite time-consuming).
So, if you are concerned in porting you game to the web we could proceed to the first question:
What games are suitable for being ported to HTML5?
Not any game is suitable for being ported to HTML5. There are a few limitations that should be taken into account, for instance:
- While porting your game under mobile HTML5 the attention should be paid to the control. If the control is managed through the keyboard it means that apparently you will have to port the control as well in order to gain the desired game experience. It is possible to develop tab sensor, still it is not often useful because the player’s fingers hedge the majority of the display what leads to the gameplay/ levels reconstruction or even to rejecting the idea of porting the game.
- 3D games are not suitable for porting under the mobile web (WebGL technology is not supported by the majority of the mobile browsers).
The porting process is greatly depends on the HTML5 app building approach.
How to make the porting qualitatively?
While speaking about the games with Canvas rendering there would be a three- step approach:
- Porting the graphics
Art is almost the only thing that we would take from the old game, as the code will be written from a scratch. Porting of the graphics is a complex procedure. Its complexity depends on the initial game format. In the end we should get the raster version of every element of the game starting from the background up to effect animation.
This is the most significant and time-consuming process. It could take from 2 weeks to а couple of months depending on the particular game. Normally a game is developed with using a framework. The choice of the frame is not a simple question and deserves a separate article.
- Testing and bug-fixing
Worth mentioning that to make the testing of the mobile- web app as effective as possible you should use a number of mobile devices, at least the most popular. Otherwise it is possible to refer to the company that provides QA and testing services.
When the testing is finished the question regarding the distribution arises as well as regarding licensing and it’s specific.
Despite the fact that lately the positive tendency of the HTML5 games is observed, for many developers the monetizing issue is on the agenda. Still in case of applying the wise business model your HTML5 game could become quite beneficial.
How to monetize your game?
- Selling of the exclusive license
Basically the portal SpilGames bought the exclusive licenses and was a price leader for the developers. Still, recently a number of changes have been noticed in the company and it is quite unclear yet whether they will continue purchasing the content. In other cases, in order to sale an exclusive license you will have to make a good scouting.
- Selling the site-locks
It is one of the most prevalent ways to monetize the game. In average you could get the profit of about 200-600 USD per game. Just find active customers. Actually there are plenty of portals. First of all this is in interest to the flash games portals owners to keep the constant user base. Generally the users get their mobile devices and returning to the favorite flash game portals and are not able to launch any flash game. The owner of the portal whether loses this user or suggests the alternative- a game that could be launched on the mobile device browser. Another variant is to sell the unexclusive license through auction-portals like FGL.
- Revenue share scheme
In this case you give your game to be placed in a portal or a portal network and get a part of the revenue form the commercials that were shown in the game. The revenue is mostly depends on the customer, still do not expect huge profit. When it is about a good traffic and the customer is convinced in the profitability of the game, he usually will buy the site-locks.
- Self-promotion and commercials revenue
The developer integrates the commercials right in the game and gives it free on the partner-site. The revenue is counted on the basis of the commercials shown directly in the game. Thought in comparison with the flash market prime-time, nowadays there are no automated channels of distribution in HTM5 game dev. So it is manual work so far.
It is also worth mentioning that the Google AdWords (the most effective advertisement) will not suit for distribution of such game as Google requires direct linking to the domains where the game will be shown.
Some useful advice:
- Obfuscate you HTML 5 games in order to secure them from piracy. Sure, it won’t provide a perfect security, still will become an obstacle to steal the game and will filter out a number of pirates.
- Sell the game for a particular platform/ market. Reserve the title rights. HTM5 is a universal technology so you are able to convert your game to any platform market (HTML5, web, iOS, Android- these are three different licenses.)
- While selling the site-locks assure that the name of the portal as well as its mirrors are stated in the contract.
- Using the revenue share scheme request the access to the statistics.
Hope this tips would be useful. Also if you have any suggestions and better solutions, feel free to share in the comments!
The end of the year 2011 was a hard one for Adobe Flex community, better to say the hardest time in the history of this technology. 2011 caused storm of discussions, debates, speculations over the future not only of Flex but also of Flash and Silverlight. But, as we know, after every storm the sun will smile… Now it`s possible to say for sure that Flex is not dead and, from technical point of view, remains one of the best tools to build web applications.
Adobe first began designing the Flex framework in 2002.Creating web apps for the enterprises is not the same as developing a Web site for a pizzeria in your neighborhood. During the last 6-7 years, development with Flex slowly became an approved enterprise technology – it’s compiled and controlled environment with good performance, testing tools, and internationalization support.
However, then, Adobe turned its back on Flex. And the way they did it could be included in the Bad PR section in textbooks. Instead of starting Adobe MAX conference in October of 2011 with a proud announcement that Adobe is donating Flex to Apache Foundation, which would get a standing ovation, they waited a month and made the same announcement right after declaring that they wouldn’t support Flash Player (Flex runtime) on the mobile devices. This sounded as if they wanted to kill Flex.
But it would be wrong to pronounce Flex as dead. It`s definitely alive! Technically it remains the best environment for development of Web application, but politically it became the product of the past.
Flex is a framework that helps you build dynamic, interactive rich Internet applications. What types of things would be considered rich internet applications? Just about anything. Online widgets, charts, calendars, and even games can be enhanced using Adobe Flex. It is capable of doing a lot of things. Websites such as Wilson Athletics Discovery Channel Online, and many more use Adobe Flex to power some of their online apps, features, and rich media.
Flex still successfully competes with other technologies. I`m not asking you to predict one more time the future of Flex:) I wonder, what kinds of applications you develop with Flex and why you`ve decided to choose this technology:)
Recently, you might have heard a lot that Flash is a dying technology and soon it will be replaced by HTML5. Many developers have picked up this idea and a lot of applications for the same iPad are designed, using HTML5. Flash and HTML5 seem to be competing platforms. By the way, these platforms are not really competitors as they fulfill quite different tasks. Everybody knows, each platform has its own advantages and disadvantages. And the most interesting point is the following: in this case, advantages of one platform compensate shortcomings of the other and vice versa. So Flash and HTML5 can be successfully used together in one project, and complement each other.
The advantages of HTML compensate the disadvantages of Flash:
– Flash is quite weak and ineffective with text and complex formatting.
It is an everlasting problem of flash and vendors cannot solve it. Yes, you could say that Adoby has made Text Layout Framework which solves this problem. And in general, you would be right but still it is not free from bugs and unpleasant side effects. That is why, in some cases you must reject it and go back to the old and less effective facilities. But HTML was originally designed to work with the text. So, if you want to show more than two paragraphs of the text and format it for more than a couple of styles you should use HTML.
– Flash requires a certain amount of resources and does not always suite mobile technologies.
The advantages of Flash, offsetting disadvantages HTML5:
– Flash provides more opportunities to work with media content. The possibilities of HTML5 are good for working with video, but still it is a long way to the possibilities of Flash. And there are some inherent problems with codecs andlicenses that will be difficult to deal with.
The projects where HTML5 and Flash could be usefully combined:
The projects where it is important to obtain data from a server with low latency:
- instant messaging;
- simultaneous work with a range of documents;
- e-learning and etc. ;
The projects which could be relating to the publication and reception of video and audio:
- video chat
- IP telephony;
- services video (youtube);
Browser multiplayer games.
So, in conclusion I would like to notice that the achievements of HTML5 are really amazing and, possibly, soon nobody will remember the devices which were used before it. I think that HTML5 will gradually replace Flash only for some activities, but Flash will have a place, especially when it is necessary to develop complex games and rich Internet applications.
You`ve probably noticed a bit of a hot debate that is going on at the moment regarding Flash “vs” HTML5. Here I`m not going to defend Flash and Flex (since Flex is also concerned here) as well as I`m not going to say that HTML5 is the long awaited messiah that is going to bring a new web paradigm to your browser. I think that the situation needs to be seen from a more rational and complex point of view.
There is no HTML5 versus Flash, and they are not really competing to be honest. Full Flash web sites are now almost not created. After the Flash fever at the end of the nineties many big corporations moved away from the “pure flash” website and are now using a mix of Flash and HTML instead. Certainly the Flash player is a wonderful step in the history of the web still we should admit that it is a plugin and a plugin is something you plug in, it is not native. But we shouldn`t forget that Flash cannot be replaced in many areas like games, desktop widgets, e-learning interactivities and many applications that require advanced animation API or techniques.
The other part that is seldom mentioned is the continually increasing capabilities of Flash. As HTML 5 is slowly realized, Flash continues to innovate at a very fast pace so that it can continue to fill the gap between what HTML technologies offer and what developers want to build. You should see what’s coming in future versions! Flash will continue to complement HTML and help developers realize capabilities not possible otherwise. Can Adobe continue to innovate to fill the gap? Can Flash evolve fast enough to continue complementing HTML? Perhaps we will be debating HTML 6 vs Flash Player X and see whole new set of hot topics?