Active X Version
I just started on the web version of my game (i.e. a version that will play in a browser, without requiring the user to download/install the game).
Back in the spring, I wrote a lengthy article (later reprinted on Gamasutra) on different technologies for web games. Specifically, I looked mainly at Flash and Java, and brushed off other possibilities, including Active X.
So now, of course, I’m using Active X for the web version.
What changed?
Well, Active X has a few problems. It has security holes the size of the Grand Canyon. Users have to click through various scary Internet Explorer warnings to even install an Active X control. And Active X doesn’t work on Firefox (~10% of the market) or on the Mac (~4% of the market). Finally, there’s a significant learning curve in figuring out how to get Active X to work (though that applies to the Java and Flash alternatives, too).
But the advantage of Active X is that you can take an existing game, written in C, and run it directly, with only a bit of wrapper code on it. No need to port to a new language.
But I knew all of the above when I wrote my initial article in the spring and scorned Active X. What changed is that I’m working with a big partner (to be announced in a week or two), who is heavily on the Active X bandwagon, and as a result, many of the Active X hurdles have been lowered. This partner already has their Active X launcher program (the big security hurdle) out on most of their customers computers, and indeed, out for a high percentage of all casual game players. They have a Firefox plugin that makes things work on Firefox (if you go to the partner’s site – many 3rd party casual game sites don’t support it, though). They already have their tech developed and helped me get over the learning curve pretty quickly.
All told, it took me about 3 days to get an alpha version of my game running in a browser, including the time needed to scale my graphics down from targeting 800 x 600 to targeting the browser window size of 480 x 360 (fairly small, both to decrease bandwidth, and to allow sponsors to wrap ads around the game).
November 16th, 2005 at 6:44 pm
So, are you changing the gameplay for the “lite” version?
November 16th, 2005 at 7:36 pm
Well, it’s basically the same gameplay, but of course trimmed back in various ways (less levels, less options, less special tiles, etc.)
November 17th, 2005 at 1:30 pm
Congrats on hooking up with PopCap (I assume). We’re using their framework as well… been very happy with it.
I’m a bit envious on the web version. I’d love to do one, but cranking our game down to 480×360 would be HARD.
November 17th, 2005 at 1:51 pm
I’m actually not using the PopCap framework, but I did pull certain bits out to hook my framework to (the hooks that tie it to Active X, the sound system, and the JPEG/GIF loader).
August 9th, 2006 at 8:42 am
The active x control is a bad control because when I go to http://www.yahoo.com// and click on the games section and I went to the word games and I clicked on text twist and when I went to the next page I saw that active x control and it has blocked my chance of playing my web version game called text twist. That is my comment. this comment was written by mc kobinae nyarku and no body else but by me.