Super Jetroid is a game about balancing
greed with survival. 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
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is a JavaScript game framework.
Impact takes advantage of the modern
browser’s Canvas Element in order to
create high performance 2d games on
the web and even mobile.
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the $99 licensing fee for the software
since it is not open source. After
purchasing a license you do get the full
source code, Weltmeister and free
updates.
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• Site – http://ImpactJS.com
• Forum – http://ImpactJS.com/forums
• Demos – http://ImpactJS.com/forums/games
• Purchase – http://ImpactJS.com/buy-impact
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• IDEs – Impact JS has no IDE dependencies; you 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.
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• NodeJS - Conner Petzold made a nodejs module that 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.
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• Desktop Browsers: Chrome, Safari, Firefox and
Internet Explorer 9+
• 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
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refers the to asset workflow you create
for your project. 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.
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is a single bitmap image that is drawn to
the display; in this case our Canvas
Element. To help organize them better,
sprites are grouped together into a single
image called a sprite sheet.
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Art by Iñaki Diaz @designatius
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Art by Iñaki Diaz @designatius
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Art by Iñaki Diaz @designatius
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Art by Iñaki Diaz @designatius
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is a large image containing a
collection of sub-images, or
"atlas" which contains many
smaller sub-images. This is
used primarily in 3d for
textures but is very useful for
2d games as well.
Atlases can consist of
uniformly-sized sub-textures,
or they can consist of
textures of varying sizes
(usually restricted to powers
of two).
*Illustration from http://www.grimrock.net/modding/creating-custom-assets/
• Create Texture Atlas with data file
• Extract Sprites
• Custom atlas data templates (can create xml, json, text, etc)
• Create bitmap fonts
• Cross platform
• Works with Cocos2d, Unity3d, HTML5 and more.
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http://bfxr.net
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http://bit.ly/14xqs3r
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http://bit.ly/11pbM4P
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http://bit.ly/jetroid-sprites
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Free workshops focused on Game Development here in NYC. These workshops are
broken up into beginner and advanced level and will run each Saturday from 10-1pm
(beginner) and then 2pm – 5pm (advanced).
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Don’t forget to visit jessefreeman.com to learn more
about HTML5 and Windows 8 game development.
You can download the slides at http://bit.ly/introw8gdev