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Member Since 19 Nov 2007
Offline Last Active Jan 15 2015 04:51 AM

#4484333 Pillar

Posted by SilentxxBunny on 18 January 2014 - 03:00 AM

Hello everyone,


I just completed a new HTML5 game called Pillar. Pillar is a simple, but addictive mobile game where the player simply tries to build the tallest tower they can.  However, the blocks start moving faster the higher the tower gets. Pillar was based on the classic arcade game Stacker, which can be found in movie theaters, video arcades, groceries stores, and other various locations all across the world. I have seen it a few times in the flash market, but I had never seen an HTML5 version of it, so I thought it would be fun to re-make a classic. 




I welcome any feeback or constructive criticism with open arms. However, it is worth noting that this game was created as a part of a personal challenge to create a new HTML5 game every week this year. With that said, I may not be able to implement every suggestion I receive. However, feedback will allow me to make next week's game (and every game thereafter) that much better. 


You can play Pillar by clicking here.

Additionally, you can follow my progress on my blog.


Warm regards,


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#4365115 Grid Lock

Posted by SilentxxBunny on 20 August 2013 - 08:10 AM

Gridlock was the first title in our “Game a Week” series. It was originally released on January 6th, 2014. This game will always hold a special place in my heart, because it was the first HTML5 game that I ever created.


As we mentioned in our February Reflection, we’re going back and updating some of our January games to reflect our new quality standards. I’m very proud to announce the new version of this game in particular. It turned out better than I ever dreamed that it would!




What do you think of the new version?  Please let us know in the comments section below.  We have another graphic update planned for next month, and your feedback is how we improve!


Click Here to Play Gridlock

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#4187250 Indie Game Developers

Posted by SilentxxBunny on 11 January 2013 - 09:37 AM

The biggest thing that holds me back (and I'm sure that countless others would agree) is my stupid real life getting in the way. Between working 40-50 hours a week to keep a roof over my head, keep food on the table, and gas in my tank, it doesn't leave as much time as I would like to spend developing games. Usually when I get home after a long day at work, the last thing I want to do is spend another 8 hours in front of a monitor pushing out line after line of code. It gets a bit draining after a while.

Unfortunately, there's no shortcut to success. It's just a sacrifice that (almost) every successful game developer has had to make at some point.
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#4187242 Selling GM Lite games

Posted by SilentxxBunny on 11 January 2013 - 09:30 AM

Eh, not necessarily. People play games with advertisements all the time. Is a watermark really that much different? If the game is awesome enough, I think people might forgive the watermark.

Hell, if I really liked a game that had the GM8.1 watermark on it, I would send the developer the money required to upgrade.

Or maybe I can make the watermark part of my game.

You know, you may be onto something with that. Just put a 'Donate' button right next to it. :o
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#4187239 How much/How to pay people for different jobs?

Posted by SilentxxBunny on 11 January 2013 - 09:23 AM

There isn't really an "all across the board" answer to this question. There are several very important factors you have to take into consideration when it comes to compensating others for their contributions to your projects.

  • The first, and most important consideration, is your current financial situation. Are you monetarially prepared to pay people for their efforts upfront? If so, consider doing so. If you are able to do so, this is generally in your own best interest. Think about it, if you can pay your partners a FAIR amount for their labor before the game ever launches, you get to keep a higher percentage of the game's profits. This not only lines your pocketbook, but also provides you a budget for your next title. Rinse and repeat. But do make sure that you are in fact paying them a fair amount! If the game generates a lot of money, and you paid contributors slave wages, they most likely won't be very happy with you, and less likely to work with you in the future.
  • Another very important variable to consider, is the people that you are working with. Some people will be okay with working for free (for a while!) with the promises of riches later. However, make sure that everyone understands (ahead of time!) that you are all taking a gamble. You could be developing the next Angry Birds, and if your game is in fact the next Angry Birds, you'll all be instant millionaires for a few weeks or months of free labor. However, the game could totally flop, and everyone needs to be prepared to accept that and move on.
Don't limit yourself to those two options, though. Depending on your situation, there are countless different possibilities. You could pay people hourly. You could pay people a percentage of the game's profits. You could pay people per contribution. Or something else entirely! The most important thing is that everyone fully understands the expectations ahead of time, so that there are no hard feelings later. Decide on these things very early on, so that you can forget about money during the development process and focus on what matters: developing an awesome game!
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#4129417 Html5 game web hosting?

Posted by SilentxxBunny on 02 November 2012 - 07:47 AM

I've always used 000webhost and I've never had a problem with them. You get 1500MB of Disk Space and 100GB of Data Transfer per month for free. Not to mention their free e-mail services, back up services, and 99% guaranteed uptime. If you choose to upgrade to their premium service, it's only $4.84 a month which includes UNLIMITED Disk Space and UNLIMITED Data Transfer. They'll even throw in a FREE domain name which they'll renew for you. Also for free. I really see no reason to go with any other host.

Click for a comparison chart of their free plan versus their paid plan.
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#3836791 Advice to HTML5 Developers

Posted by SilentxxBunny on 25 September 2011 - 05:18 PM

Just offering a bit of advice to fellow HTML5 developers, try actually LEARNING HTML5. You could design the greatest browser game of all time, but if it's stuck to the top left corner of a solid white screen, it's not going to be taken very seriously. You'd be amazed how many people this will turn away from your game. Fortunately, there is a very simple solution to this. Just learn the basics of HTML and you can improve the playability of your games drastically with very little time or effort put into the equation. I recommend going to w3schools. It's absolutely free, and they taught me the basics of HTML in minutes, and if you invest the time into going through their entire program (only takes a few days) you'll be able to create a very polished looking environment to show your games off in in very little time. If we're putting the time and effort into designing good GAMES we might as well put a little time and effort into designing a nice environment to show them in, right?

My personal recommendations:
- Center your game: It's easy to do, and looks nicer than left aligned games.
- Title: Put a title above the game window.
- Game Information: You can put the game information in the most easy to access place possible... right underneath it!
- Advertisement: Advertise some of your other creations, if people like the game they are currently playing, they are more likely to click around and see your other work.

Or, quite possibly the easiest solution, make your game run in a pop-up window with the same dimensions as the game itself. The window could pop up when the player clicks a link from your game archive.

So I guess the point of this topic is to discuss the importance of learning HTML, and how we can effectively use it to improve the gameplay experience of our GM-HTML5 products. Disagree with my suggestions? Have some of your own? Fire away. :D
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#3828674 What was your biggest misconception before

Posted by SilentxxBunny on 11 September 2011 - 10:35 PM

I thought you had to be reasonably good at programming to make games...

... I've been proving that misconception wrong for about 4 years now. :lol:

I love you for this. xD
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#3827621 Picture of your Dev Studio

Posted by SilentxxBunny on 10 September 2011 - 05:41 AM

Posted Image
This is what my 'studio' normally looks like. And this is what it looks like during a power outage. Who knew that programming by candlelight could be so romantic? ;D
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#3747567 Legal Issue: Decompilers

Posted by SilentxxBunny on 02 May 2011 - 11:55 PM

If you prefer to take the high road, I'd recommend getting a lawyer, or if you're underage having your parents get one for you. However, if you prefer to take the low road, backtrack the email, get the hackers IP address, and do horrible, horrible things to him. ;)

Edit: In all seriousness though, I'd recommend the lawyer. I would never condone taking the low road in a situation like this...
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#3647873 Robots in Love <3

Posted by SilentxxBunny on 06 December 2010 - 01:17 AM

Alright. The engine is one hundred percent solidified. I was just wondering if you were still on board for those last few sprites, Benjamus. If so, post and let me know that you're alive. :)
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#3196620 Larry Goose's Tank And Warfare

Posted by SilentxxBunny on 17 June 2009 - 03:25 PM

I strongly recommend that you update your first post, because people on this forum will usually not even download a game if they do not see screenshots, so that they know exactly what they are about to play. Take a look at this post if you need help formatting your topics. I guarantee that if you follow the template provided on that page, that you will get a lot more plays. It would be a shame for a game of this quality not to get plays because of something stupid, like topic formatting.
  • Graphics: The graphics were okay, for me at least, they were rather nostalgic of an old Atari game. I am not so sure that I like the "unique combination of 2D and 3D graphics" though. No matter what your intentions were, it looks like you just threw 2D and 3D graphics together sloppily. I do not reject innovation, but I do feel that it needs to be carefully exercised, and in this case it just didn't work out. For future games, I would recommend sticking to either 2D or 3D graphics, not trying to implement both, because it very rarely works out well.
  • Sound: The sound was awesome, very reminiscent of an old Atari game, which I do believe was your overall goal for this project. However, your description confused me a little bit, when you said that it has a soundtrack right out of the eighties, did you mean that you ripped this right out of an old eighties game? Or did you mean that it is reminiscent of an old eighties game? If the soundtrack is ripped, you definitely need to give the creator(s) credit for his(their) work.
  • Coding: You deserve recognition for the coding, this is actually a rather advanced first game! Much better than the "Hit The Clown" games that most newbies tend to make. Furthermore, I didn't encounter a single glitch while playing this, which is also rather un-common in first games. You should definitely be proud of this one, I do hope that you continue programming so that you can become even better, I have a feeling that you are going to be a natural programmer.
  • Design: The overall design of this game was good. I particularly liked the level design, which was challenging, but there was still a fair enough learning curve that the player didn't feel overwhelmed at first. In my honest opinion, this is how arcade games should be. However, that does not mean that it was flawless. My biggest complaint with this game was the opening, I rather liked the opening video, but there should have been a text of some kind explaining how to skip it. A simple "Press Space to Continue" would have sufficed, I tried hitting "Enter" and all that did was change the game from Full Screen mode to Windowed mode, so after a while I just assumed that I had to wait for the opening video to finish playing. So I watched the entire thing, only to discover that it was on a loop. As I am sure that you can imagine, I was rather upset at this point, especially because you already had two reviews on YoYoGames, and I couldn't even figure out how to play. You really should consider fixing this, because I am probably not the only one who had this problem.
Overall this wasn't too bad, keep up the hard work!

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#3076757 Infinite Linear Movement Tutorial

Posted by SilentxxBunny on 02 March 2009 - 01:19 AM

  • Title: Infinite Linear Movement Tutorial
  • Description: This tutorial gives the illusion of a never ending room by seamless wrapping.
  • GM Version: 7
  • Registered: It should NOT require Pro
  • File Type: .gmk
  • File Size: 0.06MB
  • File Link: http://host-a.net/Si..... Tutorial.gmk
Additional Info
Have you ever wondered how to create the illusion of a never ending room in GM? I did too. They do it all the time in other programs. So why not in GM? Anyway. Then I did some research and found out a method for doing so. I was so surprised by the simplicity I thought that it might be worth sharing with the GMC.
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