I have been very busy recently and I am now starting to catch up with the blog and everything. On that note: I’ve released an Update to my ebook to make it compatible with the latest version of EaselJS 0.7.1 – the update is free for anyone who purchased the book, and for everyone else: the price is still the same
But the reason for this post is that I want to write about another indie game that friends of mine are currently developing called ‘Commander Cherry’s Puzzled Journey’.
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
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.