Emanuele Feronato
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[...] with my Flash Globez game which has also been ported to iOS, so I decided to sell the AS3 source code. A lot of readers got the source code and published their own games, but most of all learned [...]
[...] code: Now you are ready to create any kind of hexagon driven game. Download the source code of the full examples. Want to learn more? Learn by example! Get the full commented source code [...]
[...] an HTML5 String Avoider game, using the latest release of Phaser, 2.0.5 at the moment. The source code is actually a direct port of my AS3 String Avoider version, so I will only comment the lines [...]
[...] the mouse over the hexagons to place a marker: And this is the – pretty similar – source code: I hope this will help you in the creation of a game based on hexagonal maps. You can download [...]
[...] mobile App with a dedicated service. Option 2 is absolutely faster and I already turned an HTML5 game into an iOS App using PhoheGap. Now we will try Ludei‘s Cocoonjs. CocoonJS is a [...]
[...] opportunity and how to use its API in your game, today we’ll see how easy is to set up an HTML5 game for the opportunity in the official FGL mobile reports page wizard: First, we say it’s [...]
[...] HTML5 game market is growing bigger and bigger, and to help developers maximize their game revenues, FGL [...]
[...] The more I use Phaser, the more I like it. Today I want to show you how easy is to create an HTML5 game like Mass Attack just using Phaser’s tweens and some JavaScript. Mass Attack is a very old but [...]
[...] . And here is the source code with new lines highlighted: As usual you can also download the entire project, libraries included. [...]
[...] because next step will come next week. Meanwhile you can download the source code of the entire project. [...]
[...] , a level selection screen and the game is done. Meanwhile, download the source code of the entire project. [...]
[...] next time I am showing you a cool game prototype, meanwhile download the source code of the entire project. [...]
[...] I owe a lot to Mochi guys. Thanks to MochiMedia I was able to develop, publish and monetize Flash games on my own, and I am still receiving passive income from games published more than 6 years ago. [...]
[...] user’s desktop. We are so confident in how much money you will earn by monetizing your Flash games with us, that we will send you $1,000 for simply getting started. Keep what you have and in a [...]
[...] game revenue. You know FGL means Flash Game License, because it was born as a marketplace for Flash games, at a time when the most complex non-flash action browser game was… hmmm maybe [...]
[...] developers started looking for alternative services which could help them in monetising their Flash games. Install Connect promised up to $1K in advance for the integration of their services in Flash [...]
[...] first step we saw how to: * Create your 2D project * Set up a custom resolution * Import your graphic assets * Create prefabs and add them to the game at runtime * Create C# scripts and assign them to [...]
[...] -dimensional array. By studying this script you will learn these 10 principles: * Load graphic assets * Create Sprites * Create texts and assign them a style * Add and remove Sprites to the [...]
[...] main.js Lines 30-37: function drawLevel, which places items on the stage Lines 46-48: loading graphic assets The rest of both scripts are just plain JavaSCript functions I explained in step 2. Things [...]
[...] corner rather than the upper left corner we are used to, and the registration point of the graphic assets in in their center rather than in the upper left corner we are used to. And this is the [...]
[...] it with Phaser and in a few lines I made a “tilt to move” prototype. You can point your mobile browser to this link to test it, unfortunately with your desktop you won’t see anything but if you [...]
[...] . Now, let’s translate it all to Construct2: You can check the result pointing your mobile browser at http://www.emanueleferonato.com/wp-content/uploads/2014/06/ski/ or using this nice [...]
[...] you can see the prototype, originally made at 320×320, upscaled to 500×500 To test in your mobile browser, you can also use this QRCode The creation of this prototype was basically a porting of the [...]
[...] Once you made an HTML5 games and see people play it from their mobile browser, it’s obvious you would like to get more out of your work by making a native mobile [...]
[...] deals for each will be rev-share based and you will earn 70% of net earnings. The point is FGL guys are so confident you’ll earn money from this deal, that they are going to pay you up [...]
[...] a mole” game. I only had to submit my game and a couple of assets through their easy wizard and FGL guys made all the rest of the work, creating the icon and various promotional artworks. They also [...]
[...] the game icon among featured games. Keep in mind all promotional assets has been done by FGL guys, and in this case we can’t say they didn’t a great job, creating an appealing icon which [...]
[...] In their latest blog post about developer earnings, FGL guys share some data and thoughts about gaming market. With more than twenty million dollars paid out [...]
About a week ago I blogged about the experiment to monetize a game in the post MochiMedia era, and my experiment continues trying to get my HTML5 game [...]
[...] it work on Construct2, you can see how I did in the post monetizing an HTML5 game with FGL HTML5 API – even if you are using Construct2 when I had to use it into my Whack a Creep game. [...]
[...] $250 for the first prize, and an additional $200 if you create an HTML5 game and integrate the FGL HTML5 API. The BURNING game jam, hosted by FGL, starts on May 26th, 4pm PST and ends on May 31st, 4pm [...]
[...] with my Flash Globez game which has also been ported to iOS, so I decided to sell the AS3 source code. A lot of readers got the source code and published their own games, but most of all learned [...]
[...] code: Now you are ready to create any kind of hexagon driven game. Download the source code of the full examples. Want to learn more? Learn by example! Get the full commented source code [...]
[...] an HTML5 String Avoider game, using the latest release of Phaser, 2.0.5 at the moment. The source code is actually a direct port of my AS3 String Avoider version, so I will only comment the lines [...]
[...] the mouse over the hexagons to place a marker: And this is the – pretty similar – source code: I hope this will help you in the creation of a game based on hexagonal maps. You can download [...]
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