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So I think I'll start by looking at the poll results here. So it looks like the top choice that people use when making games on the web is Phaser, which I'm not surprised, or Pixie, which I'm not too surprised, that's also what I tend to use. But it's also interesting that Unity is second because, yeah, Alex, what do you think?
Yeah, I think the biggest thing that stands out to me actually about this, which I think is really cool, is just how diverse the range of engines that people use is. I know, when I was building the talk, I was uncertain if I should like, you know, really focus on one engine or the other. And I think doing it in like a broad general way, I'm really happy I chose to do that, as this shows, you know, because so many people are using so many different things. And I think that kind of power to choose what works best for you, you know, do I want like a complete all-in-one kind of thing like Unity, or do I want to kind of get more into the code with stuff like Phaser or Pixie? I think that's one of the cool kind of powers that the web gives you. Yeah, I like that a lot, and you could even see that there's a non-insignificant portion that just either don't use an engine or like build their own thing, which also kind of adds to I think both the diversity of technologies on the web, but also I think game feel or how people like to I think create things.
Yeah, for sure. I think one of the things that, you know, I've kind of realized like building a custom engine is that it really lets you kind of change the way you're building the game. And I think that lets you create more kind of experimental projects or kind of go off. It's kind of I remember one developer was saying that the tools you use to make something kind of inform what you make. And so when you're building your own custom tools, it really helps you kind of expand and go off the beaten track. Yeah, I absolutely agree with that. And I think I've kind of experienced that myself back when I used to make flash games, like Box 2D was, you know, very common physics engine, that was really the only one that people knew of. And most of the time I could tell that a game was made with Box 2D just because a lot of times if you just kind of leave a lot of the default like friction, a lot of the default momentum, etc. You get that feel. There's nothing wrong with that because a lot of those games are really fun, but it's like you said, like your choice of tools often does kind of, even if not like limit you, but it does point you in a different direction. Right? Yeah, like sets you on the default road, sort of. Yeah. There's nothing wrong with like, I think there is a thing to be said for giving the player familiarity, like, Oh, you know, this physics is just like I expect, you know, but yeah. So like, I think you want to like keep safe with some things and experimental with others so for sure. I'm having a little flexibility I guess. Yeah, yeah. For sure. I think we can move on to some of the audience questions here. So one question was should I always try to optimize my game for file size? Yeah, so I think this is a great question. One thing I know in my talk, it was like on a lot about, you know, you can optimize this and that, and you know, all of these different things.
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