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Jaws: HTML5 Javascript game engine / development library
- tommi 15y agoThe "Jaws is very much work in progress, so expect big changes within the first months of 2011." is outdated or has a typo. https://github.com/ippa/jaws/commits/master https://github.com/ippa/jaws/commits/master appears to have active development.
- ippa 15y agoYe, github, the source and the examples is where it's at. The homepage has become less relevant. Thanks for reminding me to remove that line.
- jamesflorentino 15y agoLooks nice! The code looks easy enough to get started. And I love the setup(); update(); draw(); game state methods. That's how I used to do it in ActionScript3 before. I'm actually now diving into HTML5 game development as well and I was wondering what's the advantage of Jaws.js over Easel.js?
- Impossible 15y agoLooking over the documentation for the two libraries it seems like they have different goals with minimal overlap. Easel.js is basically a clone of a subset of the Flash API, while Jaws.js is a small game engine for building HTML5 platformers and is comparable to Flashpunk. It has classes for tile maps, parallax, etc.
- jamesflorentino 15y agoThanks for the reply. I just checked Jaws' documentation, and it seems to be perfect for my little turn-based strategy game. I've had experience using EaselJS before but the problem is that I'll also need to build something on top of it to make it work as a game.
- airfoil 15y agoYou might also want to check out Haxe NME (http://www.haxenme.org/ http://www.haxenme.org/) since it targets html5. Haxe may be a good fit since you're familiar with ActionScript.
- Avshalom 15y agoOn the note of Haxe I ran across http://haxepunk.com/ http://haxepunk.com/ ( a Haxe port of Flashpunk) a while back, haven't tried so I don't know the quality of the port but Flashpunk is good library.
- lukev 15y agoNot saying this isn't awesome... but don't there seem to be more HTML5/Javascript engines/libraries/toolkits than there are actual decent products or games?
- w-ll 15y agoCheck out Chromes web app store's game section. There are some amazing games being built with html5/js.
- bermanoid 15y agoThe problem is, none of the engines so far even come close to the quality of decent game engines on other platforms. They've all got seriously rough edges, bugs, missing features, etc., to a point where there's not even a clear winner yet where further community development efforts get funneled. Until there's a clear "winner" in the space, I'm happy to see more engines come out, maybe one of them will finally get close enough to a general purpose game engine that it will see some community involvement.
- WesleyJohnson 15y agoWhat are your thoughts on impactjs? I know it's not a general purpose game engine, but I'm just curious to see what people think it's missing. A lot, I'm sure, in terms of general purpose gaming, but how could it be improved for it's target games; tile-based platformers and top-downs?
- boneheadmed 15y agoI've created a couple of games with ImpactJS and have really enjoyed it. I think it's great for tile-based platformer games in particular. But (with enough programming skill), you can bend it to make virtually any type of 2D game. The code is very well thought out and organized. It's a pleasure to work with generally. Haven't used any of the other HTML5 engines though.
- Cacti 15y agoEaselJS is pretty good. It's not a winner yet, but, it's pretty solid and scales well.
- wwweston 15y agoSigh. No sound. I kindof understand why. If my recent forays into in-browser audio are any indication, it's kindof a mess. You need Flash fallbacks for older versions of IE, there are latency/seeking problems on browsers that do support the audio element, mobile support is even sketchier and limited to a single element, and that's just for playback of pre-generated media...
- portmanteaufu 15y agoThe documentation briefly mentioned supporting audio assets [1], but I haven't been able to find obvious examples of how to use them once they've been loaded. One of the provided sample games [2] had a soundtrack, so I dug through the source [3] a bit and discovered that there is an "Audio" class and some other undocumented functions that can be used with an "Assets" object to achieve playback. Looks like he's just coding to fast to keep everything written down. :) [1] http://jawsjs.com/docs/symbols/jaws.Assets.html http://jawsjs.com/docs/symbols/jaws.Assets.html [2] http://ippa.se/webgames/unexpected_outcome/ http://ippa.se/webgames/unexpected_outcome/ [3] http://ippa.se/webgames/unexpected_outcome/game.js http://ippa.se/webgames/unexpected_outcome/game.js
- ippa 15y agoHTML5 audio is kind of weaksauce atm yes. To support all major browsers I need to ship both oggs and mp3s for example. Jaws creates instances of Audio() for each sound, loading them by setting the src-attribute and listening for the canplay event before making the asset as fully loaded. Just google the Audio-tag, you have play(), pause() etc.
- justbeast 15y agoMyself (and a couple others) used JawsJS to do our first Ludum Dare (http://www.ludumdare.com/compo/ludum-dare-22/ http://www.ludumdare.com/compo/ludum-dare-22/ ) entry. It's a great basic framework -- the examples on the site is what sold it for us.
- ippa 15y agoAh, I was wondering where all the new github watchers were comming from, now I know. JawsJS is very much alive! I've had sort of a pause from development after working _A lot_ on it for a period. I'm always fixing bugs and accepting patches. I got documentation at http://jawsjs.com/docs/index.html http://jawsjs.com/docs/index.html but I know it could be better. I've tried to make up for it with tons of examples.. I know I personally love examples when learning new stuff. About sound, I would say it's HTML5 weakest point. I think both chrome and ff are working on new sound APIs so this might change. JawsJS now support basic playing of sounds through the Audio()-element. Last time I checked in safari there was a delay though, making it slightly sucky for shooting-sounds and so on.
- noduerme 15y agoStrikeDisplay, http://strikedisplay.blogspot.com http://strikedisplay.blogspot.com went to version 1.0 today, with a lot of capabilities, filters, multiline text justification, etc. It's not so much a game engine as an all-purpose interactivity kit/screen graph, with a display/event model based on AS3.