Quintus - An Easy, Fun HTML5 Game Engine For Mobile, Desktop and Beyond(html5quintus.com)
html5quintus.com
Quintus - An Easy, Fun HTML5 Game Engine For Mobile, Desktop and Beyond
http://html5quintus.com/
9 comments
OP here - sorry for posting about it prematurely! Just found it quite interesting and blogged about it and posted a link here :)
No problem - I'm been sitting on the site and the Engine since October (building stuff with it instead of finishing it) - so this is a good kick in the butt to polish that sucker up.
I think the most promising game engine for HTML5 is Cocos2D:
1. Demo: http://www.cocos2d-iphone.org/t/js-tests/tests/
2. Docs: https://github.com/zynga/jsbindings#readme
3. A game example: http://cocos2d-javascript.org/demos/dizzy-3-5
The most interesting thing about Cocos2D with Javascript is that it takes advantage of the native application where it runs. For example, in iPhone it runs a native game with all the GPU acceleration but on a browser it uses the canvas object.
1. Demo: http://www.cocos2d-iphone.org/t/js-tests/tests/
2. Docs: https://github.com/zynga/jsbindings#readme
3. A game example: http://cocos2d-javascript.org/demos/dizzy-3-5
The most interesting thing about Cocos2D with Javascript is that it takes advantage of the native application where it runs. For example, in iPhone it runs a native game with all the GPU acceleration but on a browser it uses the canvas object.
Unlike what you posted, the OP's engine runs fast and touch input actually works on my nexus 7.
I know that chrome for android is quite behind, but still.
I know that chrome for android is quite behind, but still.
Was saddened that the demo couldn't be controlled on my tablet. Is touch support planned? What about networked multiplayer?
According to the docs, Quintus does support mouse and touch input.
On my PC, the demo is controlled by keyboard only. Presumably, they wanted to make the code as small as possible so they didn't put touch controls in.
http://html5quintus.com/quintus/docs/quintus_input.html
On my PC, the demo is controlled by keyboard only. Presumably, they wanted to make the code as small as possible so they didn't put touch controls in.
http://html5quintus.com/quintus/docs/quintus_input.html
Check out some more examples that use the engine and all run on mobile here: http://mh5gd.com/ (all but the first are built on an earlier version of Quintus from the book)
Could somebody explain the "HTML5 game engine for mobile, desktop and beyond" part? Is it because it's HTML5, and will therefore work wherever a HTML5 supporting browser will work, or is there something more to make it "desktop" friendly?
via: http://www.functionn.in/2012/12/quintus-easy-to-learn-fun-to...
The front-page of Quintus contains a simple demo written in approx. 60 lines of JavaScript code which implements a simple Super Mario-like game which you can test for yourself. You can play around with the code and check out the changes you make by yourself.
Documentation is not yet up to scratch, but it looks like a promising game engine.
Check out www.functionn.in for more web resources to keep you functionn.in'.
The front-page of Quintus contains a simple demo written in approx. 60 lines of JavaScript code which implements a simple Super Mario-like game which you can test for yourself. You can play around with the code and check out the changes you make by yourself.
Documentation is not yet up to scratch, but it looks like a promising game engine.
Check out www.functionn.in for more web resources to keep you functionn.in'.
At this point I'd like to suggest all the gamers try out our free Game Creation website...
http://playtin.com
kthxbye
kthxbye
this looks pretty great... I have been wanted to dabble in html5 games - might take Quintus it for a spin!
the demo looks pretty awesome - esp. the no. of line of code vs the result produced. Tinkering with it myself. Promising.
Except when you reach the "tower", it starts spitting alerts and the only way out is to close Firefox (actually kill it). Meh :(
Also, I see the handler for collisions for the enemies, but where does it say that you can jump on them with no problem? Is that behaviour set somewhere explicitly?
Also, I see the handler for collisions for the enemies, but where does it say that you can jump on them with no problem? Is that behaviour set somewhere explicitly?
That was sort of an accident but I left it that way as I'm working on a "enchancement" tutorial that makes it more like a standard platformer and adds in particle effects, etc.
hmmmmmm, seems to work okay in Chrome 22. When you reach the tower, it popups an alert saying you win, restarting the level, as expected.
As for the jump on enemy part, perplexed myself re. that. Maybe that's default behavior. Just some rough edges I presume.
As for the jump on enemy part, perplexed myself re. that. Maybe that's default behavior. Just some rough edges I presume.
wait, so basically I can create personalized games for parents to point their kids to on my server?
The demo game has some questionable issues.
The engine isn't really in a released state yet and doesn't have a numbered released yet (darn lack of docs), but it's been used internally for a number of projects, most recently:
http://www.html5gamedevelopment.org/StateofHTML5GameDevelopm...
A rewrite of a couple of the parts (particularly scenes and some UI components) is a work-in-progress.
The primary goal of the engine is to be a small, modular, very JavaScript-like and to have a full test suite for the core parts of the system - http://html5quintus.com/quintus/specs/SpecRunner.html (this will help verify cross-browser behavior)
Forgot to add, this Engine came out of a book I wrote, and the examples for that book all run on Mobile: http://mh5gd.com/