Building Games for HTML5, Not with HTML5
clay.io
clay.io
It also allows for playing online as said.
WebWorkers, however annoying to debug, raise an interesting speed-bump to cheating too. Here's a WebWorker wrapper script that lets you run (a single) WebWorker in-process instead, for debuggability: https://github.com/williame/ludum_dare_27_snowden/blob/gh-pa...
With the new Audio API and webRTC, plus the WebSockets, things are bright.
A determined attacker can debug the browser itself, or try and rewrite your app to not use web workers, of course... Its just a speedbump. Its still client side.
I use them - and try and work out how to debug them - for performance smoothness reasons though. They are worth more for that imo and anti cheating is very much a secondary thing.
Me getting down voted elsewhere for this opinion this week: http://www.reddit.com/r/programming/comments/1lnnvm/making_a...
I wish I hadn't said it noe; it was on the top of my mind, was all.
The much maligned web sockets are actually useful for keeping the game loop light; I even generate meshes in them.
Why indeed, when there is a multi-paradigm C# and MonoGame that give you a combination of an actual modern language, decent performance and multi-platform access.
I don't know if this is true though. Consumers expect the games to be in the appstores. I don't know anyone who even knows they can play games on the phone browser.
What needs some work is making those games stickier in the sense that the person will play it again. That requires saving it to the home screen which probably not enough people are familiar with - and is a bit of a pain on Android.
I like the approach Firefox OS has taken with saving/installing apps and hopefully Apple and Google follow suit. As is, I think iOS's "Add to Home Screen" is fine. Android's like I said, could be improved.
The other thing that needs a bit of work is HTML5 performance in the webview. On iOS at least, game's don't perform as well as when they are played in Safari (since the webview doesn't use the Nitro JS engine) - hopefully that changes soon.
Do you think that would be a good idea for someone who wanted to evangelize HTML as a games dev platform?
I'm not sure if it exists or if it would Apple's terms of service.
(it's probably not)
The type of consumers who wouldn't be able to figure this out are more geared toward casual games. If you are catering to casual gamers then I somewhat agree that you are forced to be complicit with the app store publishing model.
However, more serious gamers are more understanding and are willing to go through minor hurdles, such as using their phone's web browser, as long as you are offering them a more serious game experience.
However, to answer your question, we take a 20% cut on any transactions made through selling games or our in-game payments API. If you're using our Advertising API we take 10-30% (depending on where the game is being played). Everything else (leaderboards, achievements, etc...) is free to use. This info is displayed here: http://clay.io/docs