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Ape-inago
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I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here onon reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to targetuse either the Unity framework or the Unreal Engine. The unreal engineUnreal Engine may not have full support currently, but according to their roadmap it is becoming a first class feature. It was fairly easy to integrate serverside stuff with them and the engines both have great integration with popular services and can be made to interact with server-side elements quite easily. You can read more about how they are integrating with the web on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to target the Unity framework or the Unreal Engine. The unreal engine may not have full support currently, but according to their roadmap it is becoming a first class feature. It was fairly easy to integrate serverside stuff with them and the engines both have great integration with popular services and can be made to interact with server-side elements quite easily. You can read more about how they are integrating with the web on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to use either the Unity framework or the Unreal Engine. The Unreal Engine may not have full support currently, but according to their roadmap it is becoming a first class feature. It was fairly easy to integrate serverside stuff with them and the engines both have great integration with popular services and can be made to interact with server-side elements quite easily. You can read more about how they are integrating with the web on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

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Ape-inago
  • 171
  • 1
  • 4

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to target the Unity framework or the Unreal Engine. The unreal engine may not have full support currently, but according to their roadmap it is becoming a first class feature. It was fairly easy to integrate serverside stuff with itthem and the engine hasengines both have great integration with Facebookpopular services and can be made to interact with serverside jsonserver-side elements quite easily. The Unreal Engine will also be having a go at web-based games (via emscripten?) according to their roadmap. You can read more about this kind of thinghow they are integrating with the web on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to target the Unity framework. It was fairly easy to integrate serverside stuff with it and the engine has great integration with Facebook and can be made to interact with serverside json elements quite easily. The Unreal Engine will also be having a go at web-based games (via emscripten?) according to their roadmap. You can read more about this kind of thing on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to target the Unity framework or the Unreal Engine. The unreal engine may not have full support currently, but according to their roadmap it is becoming a first class feature. It was fairly easy to integrate serverside stuff with them and the engines both have great integration with popular services and can be made to interact with server-side elements quite easily. You can read more about how they are integrating with the web on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

added 106 characters in body
Source Link
Ape-inago
  • 171
  • 1
  • 4

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to target the unityUnity framework. It was fairly easy to integrate serverside stuff with it and the engine has great integration with Facebook and can be made to interact with serverside json elements quite easily. The Unreal Engine will also be having a go at web-based games via(via emscripten?) according to their roadmap. You can read more about this kind of thing on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to target the unity framework. It was fairly easy to integrate serverside stuff with it and the engine has great integration with Facebook and can be made to interact with serverside json elements quite easily. The Unreal Engine will also be having a go at web-based games via emscripten. You can read more about this kind of thing on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

I've been targeting node-webkit for my html5/js game. Most of my code runs browser-side, so the node.js aspects are mostly because its simple enough to have it run a small server and send down the html/js code to the embedded browser.

A good demo of a fast-paced game is, "A Wizard's Lizard". They talk about their success here on reddit, and they apparently use node-webkit.

The people behind "Gamedev Tycoon" released their steamworks integration api as open source. It lets you interact with steam's innards from node-webkit.

A popular (read: newbie friendly) game development platform "Construct 2" lets you create simplistic games using html5/canvas behind the scenes. They also use node-webkit to package up the game as an executable. My non-programmer friend with an digital-media background picked it up fairly quickly. I hosted a small demo of his first test game as an example.

Another option, if you don't want to go with html/javascript (but still want a browser based game) is to target the Unity framework. It was fairly easy to integrate serverside stuff with it and the engine has great integration with Facebook and can be made to interact with serverside json elements quite easily. The Unreal Engine will also be having a go at web-based games (via emscripten?) according to their roadmap. You can read more about this kind of thing on mozilla's new blog post on the subject.

All of these work well with itch.io - which is where I'm hoping to publish.

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Ape-inago
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