austinhallock's comments

austinhallock | 12 years ago | on: Building Games for HTML5, Not with HTML5

This comment is a bit off topic as the post isn't about Clay.io, rather games in general.

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

austinhallock | 12 years ago | on: Building Games for HTML5, Not with HTML5

The point I'm trying to make there is consumers can still find your game through those apps like WeChat, and through shared links on Facebook, Twitter, etc... The same way people typically find and consume other forms of content.

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.

austinhallock | 13 years ago | on: HTML5 Game Dev Competition for Students - sponsored by Mozilla, GitHub

I would be lying if I said that's not a small part of it, because it is.

But what's much more important to us is having HTML5 games in general move forward, and that starts by getting more folks (especially students) developing games with the technology versus Flash or Unity. If HTML5 "fails" for games, Clay.io no longer exists.

We gathered as much as we could for prizes, but the main issue was with securing more sponsors. Clay.io in its current state is 3 undergraduates at the University of Texas - we don't have funding at this point, so we have to be a bit scrappy.

austinhallock | 13 years ago | on: HTML5 Game Controller Overlay Library - Created in 35 hours for PennApps

That's just the demo game I had to work with (given the time restraint of the PennApps hackathon), unfortunately it performs slow on iPhones and iPads. That demo game was made with Construct 2, a drag-and-drop game engine - they do make an effort for performance, but as shown by this game, it's a difficult task with all the additional bloat of that type of game engine.

The controller library itself has good performance on iOS since that's obviously one of the main targets of something like this.

This was me taking a game that completely didn't work on touch devices, and making it work - hence the "Spacebar to start". That functionality was mapped to the "B" key. I'll add that note into the documentation, thanks for pointing it out!

austinhallock | 13 years ago | on: The Future of Games on the Web

Great article Rob! We're trying to help games on the web progress towards a few of those points you mentioned with Clay.io [1].

Using URLs to link to in-game content is an interesting idea, something I'll play around with in the next few days and see about getting that as another feature of our API.

Persistent data on all devices is fantastic - of course, we need more HTML5 games that work well on each device. The two main issues I've seen developers run into with getting their games on mobile are 1) the performance in mobile web browsers (the latest Safari is pretty good, but most games still have a tough time) and 2) handling user input - developers are able to take full advantage of a keyboard on desktops and limiting to touch is a big change (though it seems a lot of devs forget about the accelerometer). If the developer has tackled those issues, we're here with the data storage feature of our API to allow for easy implementation of that idea. [2]

As for interacting with the DOM, it's funny you mention that, just yesterday we updated our homepage to have a mini-game in it (calling it a game is a bit of a stretch though) that interacts with the DOM [1].

[1] http://clay.io/home [2] http://clay.io/docs/data

austinhallock | 13 years ago | on: Analysis of signup methods: Why you shouldn't ignore Google Federated Login

This is true. I do think there is value in taking a less is more approach however.

Maybe I'm weird, but http://grab.by/dXiq just seems overwhelming to me and is a turn-off.

Also, as far as I know, OpenID 2.0 doesn't pass the username/name/picture (correct me if I'm wrong), so there is some extra work involved in getting that info from each individual provider (assuming they even provide it like Google does)

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