This talk goes over my new ImpactJS game, Super Jetroid, covering how I made it, some game design theory behind each part of the game and my tools/workflow.
There are no weapons, the game is simply about exploration and discovery. While you make your way through each cave system you will need to balance your health, air and fuel supply. The goal of the game is to find as much as you can and return to the surface alive. http://bit.ly/We0RuE
can create your games with any simple text editor for IDE that supports JavaScript Development. • Apache – for locally hosting and testing your game. • PHP – for saving levels created with Weltmeister (Level Editor). • Browsers – Impact JS works very well on all modern browsers, especially Chrome but any modern browser with support for Canvas should work as well.
allows Impact to run on a node http server. His node-impact module is on github at https://github.com/cpetzold/node-impact • .NET – You can run Impact on IIS and .NET thanks to Mike Hamilton’s ImpactJS-IIS-.NET-API project which you can find at http://code.google.com/p/impactjs-iis-backend. • Ruby - Chris Darroch put together a Sinatra backend for Impact. Just remove the .php extensions for the API calls in your lib/weltmeister/config.js and fire up impact.rb which you can find at https://github.com/chrisdarroch/impactrb.
• Mobile Browsers: iOS and Chrome for Android • Web Markets: Chrome Web Store and Mozilla’s soon-to-be-released Web Store • iOS Native: Impact allows you to compile your game natively for iOS via an Open Source library called Ejecta • WebView Wrappers: CocoonJS, AppMobi, PhoneGap and OS X using a native app with WebView • Windows 8: Windows 8 allows you to create native Windows Store apps with HTML5/JS
This could be as simple as copying files over by hand into your game’s media folder or writing more complex automation scripts to generate the art for you.