This week I’ve finished my entry for the JS13k Compo – a competition for HTML5-games with a size<=13kb (zipped) - my entry is a multiplayer-game, kind of like "Plants vs. Zombies" for two players. And I'm very proud of my accomplishment of keeping the size of server+client combined down to 12kb (zipped)
You can check out the source-code at: https://github.com/olsn/qmarks
or play it here: PLAY HERE
It even works on the iPad!
direct link: http://labs.indiegamr.com/olines/index.html
For bluring I used this filter: Link – but still: For those kind of operations HTML/JS is unfortunately still way behind flash in terms of performance.
HTML5 Gaming for desktop and mobile is a very trendy topic these days. The performance of canvas applications is getting better and better each day and technologies like CocoonJS or Ejecta even enable a close to native performance for canvas applications on mobile devices. – But what about audio? Is it really that easy to implement sound with your html app?
This article features some interesting points that I collected while researching for my eBook ‘From Zero to the Appstore’.
Audio != Audio
While most browsers and devices already do support audio in general, that doesn’t mean you can just play any audio file in any modern browser. The following table briefly lists the support for Audio-codecs.
Editor’s note: The Author of the book ‘Instant EaselJS Starter’ by PACKT Publishing, Fabio Biondi, is a friend of mine and I also did the technical reviewing for the book. However, I want to state that I do not get any money from any of the book’s sales.
So today I’m making a small book introduction on the book Instant EaselJS Starter by PACKT Publishing, written by Fabio Biondi.
The main goal of the book is to provide the most basic information needed to instantly start creating nice looking HTML5 canvas-application. The techniques explained in the book have no special attachment to “gaming”. Continue reading
Again a small, but hopefully helpful file: CocoonJSAudioPlugin.js
As the native SoundJS-Plugins: WebAudioPlugin.js and HTMLAudioPlugin, don’t seem to go hand in hand with CocoonJS (yet?) I took the time and wrote a CocoonJSAudio-Plugin based on the HTMLAudioPlugin, may this be of help to someone.
How to use: Just put the CocoonPlugin as the first entry to register and you can use everything else of the SoundJS-library just as is in CocoonJS now.