background preloader

Getting Started With HTML5 Game Development

Getting Started With HTML5 Game Development
There are plenty of valid ways to create an HTML5 game, and quite a bit of material on the technical aspect of each, so for this article I’ll be giving more of a broad overview of HTML5 game development. How “HTML5” can be better than native, where to start with the development process, where to go when you’re stuck, and how to monetize and distribute games. Most of the audience here already sees the value in HTML5, but I want to re-iterate why you should be building an HTML5 game. If you are just targeting iOS for your game, write the game in Objective-C, the cons outweigh the benefits in that scenario… but if you want to build a game that works on a multitude of platforms, HTML5 is the way to go. Cross-Platform One of the more obvious advantages of HTML5 for games is that the games will work on any modern device. Unique Distribution Most HTML5 games that have been developed to this point are built in the same manner as Flash and native mobile games. Quicker Development Process js13kGames

Git and GitHub for Game Developers "I'm sure Git is great, but it looks complicated - I'll stick with my current workflow" is like saying "I'm sure IDEs like FlashDevelop and Sublime Text are great, but they look complicated - I'll stick with Notepad". Yeah, sure, there's a bit of a learning curve, and you can live without it, but it's foolish to. In this article, I'll explain why Git (and GitHub) is so great, and show you how to get started quickly and easily. Note: A lot of what I say here applies to other version control systems, like Subversion, as well, but Git is so popular that if you have a free choice I recommend that's what you go with. What Git Can Do For You Git has advantages for all game developers, whether working solo or in a team. Git Lets You Undo Any Changes You Make Arguably the main point of Git is that it can take a "snapshot" of your entire game's working directory whenever you ask, and you can revert back to any of those snapshots at any time. Git Lets You Comment Your Work, Not Just Your Code

Category: Design Diversity, communication, and Animal Crossing: New Leaf by Christian Nutt [04.02.14] Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results. Design, Production, Console/PC, Social/Online What's next for Puzzle & Dragons and GungHo? by Christian Nutt [03.28.14] The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more. Giant Sparrow — Santa Monica, California, United States [04.22.14] Game Designer Blizzard Entertainment — Irvine, California, United States [04.22.14] Starcraft II - FX Artist Blizzard Entertainment is looking for an exceptionally skilled 3D FX artist to work on our StarCraft and Heroes of the Storm universes.

Building Games *for* HTML5, Not with HTML5 | Clay.io Blog In the thousands of HTML5 games I’ve seen and played, the biggest downer is that so many are just using “HTML5″ as an alternative way to create either “mobile” or “Flash” games. The problem with that approach is HTML5 is neither Flash nor a native mobile language. Building a game with HTML5 just to put it in the iOS and Android app stores is pointless, you’re going to have a game that performs worse than it would with Unity or Adobe AIR. Often times the easiest way to drill home a point is to analyze historical examples. Facebook → Zynga Zynga blew up to a $9 billion dollar evaluation because it completely understood the Facebook platform and how to effectively distribute and monetize their games through it. There were plenty of good games on Facebook before Zynga Poker and FarmVille… heck, there was even Farm Town (the same idea as FarmVille – before FarmVille). The notion of really understanding a platform and building for it can also be seen in Zynga’s sharp decline. iOS → Rovio

The Spriters Resource | Main Page DaRaFF/jsgamewiki Unity adds 2D game development and works with Facebook Unity Technologies is working on adding the ability to simplify 2D game creation using its cross-platform development tools, and has also worked with Facebook to make it easier for users to integrate Facebook in their games, the company announced at its Unite conference. Unity's cross-platform development tools can be used to create games for a multitude of different platforms, including smartphones, PCs and game consoles, simultaneously. Until now Unity has focused on 3D game development, but that will change in version 4.3. For the past year the company has been working on an integrated 2D physics engine and making it easier for developer to import, manipulate, and work with 2D objects. Users will be able to mix 2d and 3d as they see fit. During the keynote at Unite, the company demonstrated an "early internal build". Unity has also worked with Facebook on a new cross-platform SDK that makes it more straightforward to integrate a Unity game with Facebook's social network.

Make Games! Starter for the new HTML5 game developers Tyrian demo in pure CSS without Javascript or HTML - Q42 Geschreven op vrijdag 23 augustus 2013 I was playing around in Chrome trying to see how many DOM elements the browser would give me if I had just one html tag… this one: My experiment ended up looking like this: Using images from the OpenTyrian project it became a vertical scrolling shoot-‘em-up where you can fly left and right, see a wave of enemies and finally a boss ship. You can’t fire, it only works in Chrome (due to my lack of time) and it has many glitches, but I thought I’d put it online just for the fun of it. Here it is: nojs.handcraft2.com Be sure to view the source :) Allow me to briefly go over the technical details for your entertainment. Working with the DOM First of all, even though the html file only contains one link tag, it does create this entire DOM structure for us: So we’ve got 4 elements to go with. Controlling the spaceship without javascript In order to move the spaceship I had to come up with a way to have control over it without actually coding. Last minute touches

free game graphics It is once again time for a prototyping challenge! The rules are the same. You are an elite programmer that wants to make something fun without spending ten years in art school learning how to draw stick figures. I provide some easy-to-use graphics and an intriguing game design for you to riff upon. This time, we are tackling an ancient, yet still fascinating, genre that is long overdue resurrection: The God Game. Back in the day, there was a game call Populous where you played a god. I've divided the challenge up into two sections. Challenge Part I: Core MechanicsHave you ever experienced the simple joy of sorting your Legos? As with all mechanics, the written design is a starting point. The mapThe land starts out with randomly sorted PlanetCute prototyping tiles, piled up to five levels deep. There are several types of tiles: Basic tiles: There are a few basic tiles, grass, dirt, water.Rare tiles: Each basic tile has a rare analogue such as emerald, ruby or sapphire. take careDanc.

Related: