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Javascript Game Development Roundup

As a continuation to my last post, here is a rundown of some of the newer, or at least actively developed Javascript game engines & libraries out there on the wide wild interwebnet.


Entity is an awsome all new javascript game engine. It focuses on flexibility, reusability and robustness. To make this happen Entity utilizies the entity-component design where all logic is implemented in components and entities are created from adding or removing components. Its supported on all major browsers and will be coming to mobile devices soon.


Crafty is a JavaScript game library that can help you create games in a structured way.


Collie is a Javascript library that helps to create highly optimized animations and games using HTML 5. Collie runs on both PC and mobile using HTML 5 canvas and DOM.

Collie can stably process multiple objects using rendering pipelines and supports useful features including sprite animation and user events. Stably supports iOS and Android, and renders with an optimized method for each platform. Also easily responds to retina display.


lycheeJS is a JavaScript Game library that offers a complete solution for prototyping and deployment of HTML5 Canvas, WebGL or native OpenGL(ES) based games inside the Web Browser or native environments.




The Quintus engine is an HTML5 game engine designed to be modular and lightweight, with a concise JavaScript-friendly syntax. In lieu of trying to shoehorn a standard OOP-game engine structure into an HTML5 JavaScript engine, Quintus takes some cues from jQuery and provides plugins, events and a selector syntax. Instead of a deep single-inheritance-only model, Quintus provides a flexible component model in addition to traditional inheritance to make it easier to reuse functionality and share it across games and objects.



Game Closure Javascript Game Engine

Every few months I like to check in on the current state of Javascript game development. During today’s browsing, I happened upon the Game Closure DevKit. It purports to be a 100% Javascript powered game engine capable of achieving native speeds on IOS and Android phones and tablets, in addition to producing browser based targets. It uses a fairly liberal license requiring no payments, merely inclusion of a splash screen and a requirement to contribute any engine changes back into the project. Once I’ve had a chance to tinker with it I’ll report back with my experiences.

source: http://www.gameclosure.com/

Pixel Dungeon 0.3.3 Released

Version 0.3.3 has been released of what is, in my opinion at least, the best roguelike available on the android, Pixel Dungeon! Seriously, if you haven’t tried it yet, you should. It’s easy to get into, has a nice amount of depth, and features some wonderful pixel art. This latest release adds new weapons and items, fixes some bugs, and keeps those dreadful crabs from spawning on the second level and hating you, and generally ruining your life.

source: http://pixeldungeon.tumblr.com/post/45905213340/0-3-3

Wayward Beta 1.1 Released

The magnificent roguelike game Wayward is now up to beta 1.1, bringing with it a resource gathering overhaul, preliminary modding support, item stacking, a new Anatomy skill, bleeding mechanics, and more. If you haven’t tried it yet, I highly recommend it. More than just a great example of an html5 game, it is an excellent example of a roguelike which is not afraid of breaking some conventions and bringing some new ideas to the fold. You can play the browser version here, or download a local copy here or here (Windows only for now).

source: http://www.unlok.ca/wayward/wayward-beta-1-1-released/

Unicodetiles.js Javascript Roguelike Engine

I can still remember when the idea of creating a roguelike in javascript was considered lunacy, but there are many projects which did just that. It’s only logical that the next step would be to force in a unicode character based interface to achieve that sexy roots look! And so, along comes Unicodetiles.js, sporting a unicode font with a respectable 3289 glyphs (courtesy of DejaVu Sans Mono), graceful detection for and usage of WebGL, canvas and DOM for rendering, a viewport and tile engine complete with masking and post processing callbacks, and even input handling routines. Really impressive stuff.

Link: Offical site of Unicodetiles.js

Pipewalk – Puzzle Game using Javascript and Canvas

I’ve been tinkering with the fabulous ImpactJS game engine lately, and having an absolute blast. The man behind it, Dominic Szablewski, is a great guy, and he’s done a terrific job with Impact. My latest creation with it is Pipewalk, a puzzle/board game where you attempt to supply green ooze to a board full of pipes by rotating them until they are all connected. Its actually a take on a common linux game called Netwalk. It uses canvas, so it’ll only work if you’re using a browser which supports it. Other than Impact, I also used jQuery/jQuery UI and the excellent Absolution jQuery UI theme by Michael Vanderheeren, as well as Uniform for styling form elements.

Link: http://www.sevrd.com/code/pipewalk/

Hqx Image Scaling Algorithm in Javascript

The friendly and talented chap behind Impact JS, Dominic Szablewski, has implemented the lovely hqx scaling algorithm in javascript. It uses a temporary canvas to render the source image and scale it up without pixelation or blur by modifying each pixel of the graphic. The processed canvas can then be drawn on to other canvas instances using drawImage or even rendered to a URI for use in displaying the image using an img tag. The code is freely available on github. Cheers, Dominic!

Source: PhobosLab.com

Snippet: jQuery Syntax Highlighter

Snippet is a jQuery Syntax Highlighter plugin which allows you to apply syntax highlighting to blocks of code. It currently supports 15 languages, including C/C++/C#, PHP, CSS, Javascript, Ruby, Python, Perl and more, and ships with 39 color schemes. The plugin itself looks to be lightweight and easy to use. The next time you find yourself needing syntax highlighting, this would be an excellent way to go.

Source: Snippet :: jQuery Syntax Highlighter

Cardinal Quest: A 4DRL Javascript Game

I recently participated in 4DRL, an event where developers attempt to crete a working, playable roguelike in only four days. I teamed up with a fellow programmer, Ido Yehieli, and together we created a game called Cardinal Quest, a somewhat arcadey Gauntlet or Golden Axe inspired game made using onlt HTML, Javascript, and CSS. We made heavy use of HTML5 features, such as the canvas and audio tags, so you’ll need a modern browser to play it. Works best in Firefox and Chrome. It was an intense, fun experience trying to develop a working game on such a deadline, and it teaches you a lot about editing, refining your scope, and how and when to cut corners.

Click here to play Cardinal Quest.

So You Want to Make A Game?

So…  you want to make a game? Great! Whether it’s the next (insert current popular game here)-killer, or simply something to entertain your cousin, game development can be a fun and hugely rewarding activity. As someone who has been a hobby level game developer for quite some time, I find that there are some simple guidelines that really help to ensure that you’ll not only end up with a great game, but also that aid in keeping you on track, seeing an idea through to completion and weeding out the good ideas from the, well, not so good ideas. This is by no means a definitive or complete list, and I am by no means a professional nor accomplished game developer (IANAPGD, I just invented a new acronym!), but these are some principles I have picked up over the years which I strive to adhere to.

1. Get It In Writing

Got an idea for a game? Great! Thats the first step. Write it down! No- not just in a chat room or on your blog, get out those archaic devices they used in the before time; pen and paper. Personally, I find that ‘unplugging’ from your computer or game console for a little while and writing down your ideas can be tremendously helpful. Without any other distractions (Ooh, piece of mail! Ooh, piece of RSS! Ooh, piece of inane Facebook status update!), you’ll have a true conduit from your brain to the world. You’ll be able to get all of the bits and pieces of your idea recorded in a stream of consciousness manner. The facets and minutiae of your concept don’t get lost in the ether. Having an initial design recorded can help tremendously in all phases of game development.

2. Prototype

Once you’ve settled on an idea and you’re ready to start development, your very first goal should be to create a playable prototype as quickly as possible. It doesn’t need to be (and probably shouldn’t be) pretty or otherwise visually delightful. What you want is a functioning demo of your basic game idea, distilled to its most basic form. Having a prototype allows you to determine if your game-to-be is even going to be fun, and it also gives you a glimpse into what features or design elements you might need, or conversely, need to cut, as well as what sorts of technical challenges you’ll ultimately be facing in the long run. As a rule of thumb, if it takes more than a couple days to get a playable prototype, consider it a red flag. Thats not to say your project is doomed, or that its a bad idea, but it almost always mean you’ll be facing the added difficulty of being faced with a fairly complex and time consuming undertaking.

3. Iteration

Burdening yourself with the task of implementing umpteen features and game elements is only going to put a damper on your motivation and ultimately lower your chances at finishing your project. Think of your game as a collection of building blocks. Try and get the basic game play developed, working and fairly solid first. Then you add on the next element, aiming to get it as functional and solid as presently possible before moving on to the next. This keeps you from ending up with a mess of half implemented features, and perhaps more importantly, it will help you to determine which features may not be necessary or fun, and perhaps even reveal new elements which you had not previously considered or imagined. Be careful of that last part, though. You don’t want to fall victim to scope creep.

4. Play Your Game, or, Test, Test, Test!

In all likelihood, you’ll be at least “kinda sorta” playing your game fairly consistently, checking for crashes or bugs. On top of this, though, make sure to make time for playing your game on a regular basis during development. It can be pretty easy to get tunnel vision when you’re in the coding trenches, which will make it difficult to spot potential problems or boring/frustrating/unnecessary features before they become much more difficult to remove or revise. This one seems pretty obvious, but it bears pointing out. Make sure you’re seeing the forest, and not just the trees.

5. Feedback

This step can be the most exciting and rewarding point, or the most difficult and anxious point, depending on your personality. Before your game is finished, get someone else (or better, a number of people) to play it and provide their feedback. The earlier and more often you do this, the better off you’ll be. Getting a fresh perspective on your game is important and helpful for a number of reasons. Firstly, you’re able to find out if other people with tastes differing from your own find the game enjoyable. If they don’t, you’ll (hopefully) be able to find out why. While you won’t and shouldn’t make changes as a result of each and every piece of feedback you receive, the collective opinions can reveal the strengths and weaknesses of your concept. Additionally, people who don’t know the in’s and out’s of your program are likely to use it in ways you have not, helping to reveal bugs or other issues that you might not encounter any other way. Finding and correcting problems with your code early is always going to be easier.

So there you have it. A partial list of guidelines and principles that will help you create your game and get the most enjoyment out of it. Now, good luck, and start developing!