Advanced Telecom Services offers its MatchLink online dating solution as a new source of NTR for newspapers.  Newspapers can simply link its online news sites to the community building online dating site and immediately begin receiving additional revenue. Resources on this site include top 10 lists, free downloads and resources, and submission tricks. Summary: Online MBA, a website to collect and organize information around the internet, just gave some interesting statistics on online videogames, including Xbox Live, Playstation network, and MMO. The last picture, about pirate games, Modern Warfare 2 was honored the crown of most pirated game on PC and Xbox, what about PS3? Brian McHarg's strategies for successful cross-browser, cross-platform games development with HTML5. Sign up below to get the latest from Creative Bloq, plus exclusive special offers, direct to your inbox! Creative Bloq is part of Future plc, an international media group and leading digital publisher. Neither the service provider nor the domain owner maintain any relationship with the advertisers.
Our featured service providers listed below also provide trusted turnkey services for all forms of niche online marketing for your business. Take a look at those statistics, though some of them may have changed, you can still learn a lot.
You can unsubscribe at any time and we'll never share your details without your permission. Please download the latest version of the Google Chrome, Mozilla Firefox, Apple Safari, or Windows Internet Explorer browser. In case of trademark issues please contact the domain owner directly (contact information can be found in whois). It's an understandably attractive option for anyone looking to develop games for a large number of devices and platforms.
The term HTML5 itself, much like the specification that it represents, has a different meaning depending on who's describing it.
For clients, it's a development technology that promises the Holy Grail of simple - and therefore cost-effective - cross-platform delivery. For developers, it's the collective noun for myriad different technologies; JavaScript, Web Sockets, Web Audio, Canvas, CSS3 and WebGL to name a few - each with their own standards, strengths and limitations from platform to platform. Lastly, and perhaps most importantly, for users: it's irrelevant - they just want the same experiences and performance that they've become accustomed to. And as developers, that's where our main challenge lies, especially if your aim is to deliver your game across a range of platforms. Desktop vs mobile vs cross platform By now we're all familiar with the fantastic examples of HTML5 games that run within desktop browsers. They're often created by browser manufacturers themselves to showcase particular strengths in their own software, or to make the case for particular APIs that they would like to see ratified into the HTML5 specification.

Games such as Cut the Rope or Contre Jour for Internet Explorer, or some of the excellent Chrome Experiments like Jam or Racer are great examples.
If you want to see the future potential, look to libraries like three.js, the recently open-sourced Turbulenz, or Epic's HTML5 port of their Unreal Engine.
Technologies like WebGL show the future potential, but are beyond the capabilities of today's mobile devicesHowever, try looking at some of these examples on an Android device running OS2.3 (Gingerbread) and you'll have a very different experience, or in some cases no experience at all. Yes, that's an operating system that's almost three years old, but it still represents almost a third of the installed Android base, a figure that could skew even higher depending on your target demographic. You'll see a similar experience on Apple devices running iOS5, or lower powered devices like the Kindle Fire.
In actual fact, you currently won't find a single mobile device that will run every one of the above demos well. As mentioned earlier, for most clients the reason for choosing HTML5 is to ensure that their browser-based game is truly cross-platform. If you're developing for desktop only, Unity and Flash are both strong options that should always be considered. They both have good browser support and the ability to export to devices as a native application, giving you a route to mobile and tablet from the same code should you require it. The first is the fluid nature of the HTML5 specification, resulting in fragmented feature support - not just from device to device, but from browser to browser on each of those devices. The second, and more challenging as a developer, is the massive variation in mobile handset performance and capabilities, meaning that even when using a consistent feature set, how your game runs on one device will vary massively from the next. To get a feel for how much of a variance exists, just run one of the many JavaScript benchmarks to test device performance. As an example, rendering 100 sprites via Canvas will perform at a relatively solid 60 frames per second on devices like the iPhone 4S or 5, Galaxy S3, Nexus 7 or Lumia 820. But try the exact same code on other devices like the HTC Desire (19fps), Galaxy Ace (7fps) or iPad 1 (9fps) and you'll struggle to get anything representative of a playable game. If your project involves targeting mobile or tablet, and especially if that includes these older or lower-powered devices, it's important to test and benchmark early on to understand the limitations of your device range and tune both your technical approach and your game design to work within them.
Nearly a third of UK page views are from mobiles and tablets, with that growth climbing at such a rapid rate that it is expected to overtake desktop views in 2014. While PCs still dominate during working hours, mobile devices are prevalent in the mornings and tablets in the evenings – both ideal times for browsing the web and playing games. Choose your battles At Chunk, we've been developing cross-platform HTML5 games for broadcasters and brands for almost two years, and have created browser-based mobile games for clients like the BBC and Disney that run on everything from an HTC Desire to an iPad4, from a Nexus 7 to an Xbox360.
CBBC's Young Dracula game runs on a huge range of devices from the HTC Desire to iPad4 to Xbox360As developers, it would be great to determine how deep into this fragmentation we want to dive, but our target audience and the devices they use will largely dictate this.
Working with children's brands, we have often found ourselves working within the constraints of older 'hand-me-down' phones, or cheaper, underpowered devices, but with careful design and a lot of optimization we believe that it is still possible to produce engaging games on the mobile web. Well, if we had to produce a list of the top 10 tips for HTML5 games development, it would be as follows: 01.

If you have web metrics, use them to determine the core range of devices your visitors are using and target your solution at those devices.
Design with your technology in mind Yes, this should always be the case, but the limitations and fragmentation in HTML5 make it even more pertinent. WebGL will let you make a great 3D first person shooter, but its unlikely to (read: not going to) work on tablet if that's going to be one of your target platforms.
Use devices not just simulators Get your hands on as many devices as possible, running as many different OS versions as you can. Simulators will help during development, but to get an accurate picture of how your code is performing you have to be running on device.
There are some great community-led device testing labs like Open Device Lab that will give you access to a huge range of devices. Keep abreast of the landscape The HTML5 specification is constantly shifting, as is device support, so you need to keep on top of these developments as they happen.
This is especially relevant to areas like sound, where features like the WebAudio API can radically change the capabilities.
Allow yourself the flexibility to adapt to these changes as they happen throughout your build.
Look at ways that you can create a good experience on mobile and then layer on functionality and effects for other platforms as they permit.
Target those devices using user agents or media queries and deliver a tailored experience relative to each. KISS (Keep It Simple, Stupid) By all means test the limits and try to push the capabilities, but remember that you're working with a technology that's in its infancy, and an overcomplicated or overambitious project is only going to cause you pain down the line. Consider your content's lifespan Capabilities are changing all the time, and your content can become dated very quickly as new features are enabled on devices. If your game is going to be live for a reasonable length of time, allow yourself time to go back and both bug fix and update it.
Gladiator, you will go on my second whistle HTML5 is going to be the de facto development technology for cross-platform browser-based gaming, of that there is no doubt.
At the moment it's a painful space, but that's the case with most technologies in their infancy.
Test regularly on the biggest range of devices you can, and be pragmatic in your game design. Not only will you reduce your pain for now, but you'll put yourself in a strong position when device support catches up, which it inevitably will.

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