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15

Have a look at some similar questions under the marketing tag. Here are some things to do: Make the game worth playing (see comment) Get friends, family, colleagues, anyone to play it and tell people about it. This kicks off your initial word of mouth campaign. Social media. Facebook site, twitter account, blog, there are loads now. This will increase ...


5

Depending on how the gameplay works and what cheats are possible in it, telling the difference between cheating and genuine skill paired with luck can be very difficult. The only situation where you can proof a cheat in a replay is when a player does something which violates the game mechanics, and these situations should be easy to detect automatically. ...


5

First of all, the standard interface for browser plugins is NPAPI (Netscape Plugin API). More recently, there's been a move towards Pepper. However, I would strongly discourage you from making a browser plugins. Users hate it and it's generally really suspicious since plugins let you do more or less anything with a user's computer. If you're really set ...


4

Although I'm not PHP fan, I don't think it's a problem of the language, 300,000 rows in a database is not that big (I worked with much more). Your problem is most likly in the code-> algorithms you use.. As a side note.. 1000 lines of code for just fight logic? How maintainable is that? It's ok that you know what's going on in there right now, but will ...


4

Better? Probably, but at what cost? PHP has a truly fully-featured string API which will come in handy as soon as you do just about anything with text. C# has native code and some added speed at the cost of having to use an awful API and the JIT compilation on first launch makes testing painful. Python has a rather uncomfortable reference system so copying ...


4

As the others already mentioned....300k of rows from a database and 1k lines of code shouldn't really be that huge of a problem for the memory. Although if you load all 300k rows into memory at once (depending on how much data is in each row) that COULD pose a problem. Another possibility would be memory leaks especially as the phenomenon that you write ...


3

The best technology IMHO is HTML5. Because it has got some good support already and will be getting more very soon plus adobe is deprecating Flash. http://blogs.adobe.com/conversations/2011/11/flash-focus.html For 2D development, you dont need WebGL or Hardware Acceleration (although it is a good thing) you can simply play around with the html5 canvas ...


3

I think that as others have said, your issue does lie in your code. I think that it is likely in your interaction with the database. Since you've gone to the trouble of putting all your data in there, you should be able to use it. A database can be all about set theory and filtering of data. I wouldn't build a system in the following way, but I'll infer ...


3

I would like to comment on game performance: It is very-very unlikely that the code is not the culprit if you are running into issues with only two users during the combat phase. There games (should be designed) to host hundreds if not thousands of users. One user should never cause performance issues. Did you test it offline on your computer to see if it ...


2

Several FB games use Applifier - might be worth of checking.


1

A friend had a physics-based game with online score board, and tried doing score validation by offline verification. If the simulation is perfectly deterministic, this is possible. Unfortunately, if you use floats anywhere, you won't be perfectly deterministic. Different CPUs may have different internal floating point precisions, which means that as long ...


1

Smarty is not needed in the sense that you cannot implement a browser-game without it. In my opinion, a template engine has three main advantages: It helps to enforce MVC. Smarty does this quite well, since you can use native PHP only in plugin functions. (The {php} tag is deprecated from Smarty 3.) If you are new to MVC design, it is worth using Smarty ...



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