Category Archives: HTML5

Phaser and multi-resolutions textures issue

Raise your hand , and comment on this issue if you find it important.

Hey guys, the last months have been very exciting! We’re still working hard on A Blind Legend, there should be some blog posts about it sooner or later (you know how indie games are going)… 🙂 Next to that, we’re working on some HTML5 games. We already made several using pixi.js (with pure JavaScript and TypeScript) and others with Flambe (based on Haxe).

That time we wanted to test an other popular framework: the famous Phaser game engine. We had a long debate internally to choose the language we’d pick up between pure JS, Haxe and TypeScript and we finally opted for Haxe. There were already some Haxe externs for Phaser so that was great.

As Citrus Engine‘s developers, we were confident that Phaser comes with many good options on top of PixiJS (it is build with it) that we’d appreciate: state management, physics, multi-resolution support, sounds… However our journey isn’t as shiny as we hoped (we’re looking at you multi-resolution support)!
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Taking screenshots with Flambe, fighting multi-platforms

I enjoy playing with Flambe. It’s the only tech (except OpenFL) which enable you to have a SWF, Canvas & WebGL browser game with one code base made in Haxe (like OpenFL).
Having those three targets, you’re sure to reach your audience at 100%. However one feature, taking an in-game screenshot, may ruin your multi-platforms adventure.
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Flambe versus the World!

The game.

The (HTML5) engines war
You probably didn’t miss the engines war of the previous month: Unity announced Unity5 with WebGL support (which I already pre-ordered hurrah!) and Unreal Engine 4 did the same with an incredible price. That was for the big guys.
From a more indie friendly point of view, PixiJS continue to kick ass with awesome new features (cacheAsBitmap, blend mode for canvas, SpriteBatch…). Phaser using PixiJS as its rendering engine, is becoming much more popular every day and obviously more stable. PixiJS has really the wind in its sails because OpenFL switched to it for its HTML5 rendering engine!

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Assassination Classroom, back in love with the web!

Hey guys, it has been a long time since I didn’t make a project for the web. Some years ago, I decided to go away from my web training and learnt native languages (Objective-C) and focus on cross platform tools (Flash/AIR, Unity and Haxe NME which is become OpenFL). You will say that HTML5/JS is the most cross platform tool which exist, that’s right. However as a developer, I thought it wouldn’t improve my skills like Objective-C or even Unity using C-Sharp did. And that’s always true! JS isn’t a smart language, and it isn’t very interesting to deal with it (no interface…).

However some weeks ago, someone offered me a game project using HTML5 technology, and I said yes! Why the hell, I said yes? Because web has evolved. It is far to be perfect right now, but I think the road is the good one. It’s amazing to be able to play your game in any browser on your computer and your smartphone! No apps to download, just go to an URL.
Also on a technology part Canvas performances are improved “each month”, and WebGL support climbs. JavaScript is still a piece of shit but we have many meta languages (Haxe, TypeScript, Dart, CoffeeScript) doing a great job. On an other part I heard about pixi.js some months ago, a WebGL rendering engine with a Canvas fallback and I wanted to give it a try.

Continue reading Assassination Classroom, back in love with the web!