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Quintus html5 framework

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Create a Mobile Educational Game with HTML5. Kids nowadays get bored at school. A teacher talking to dozens of kids and expecting them to transform those low pitched sound vibrations into interesting concepts in their heads, can you imagine? And learning math in particular is hard for many, including some of my cousins and sons and daughters of people I work with. So how can we make this process a bit less painful, while at the same time getting our hands into a cool HTML5 game framework? HTML5 Mobile Game Development by Example – Educational GameHTML5 Mobile Game Development by Example – Veggies vs Zombies In this tutorial, we’ll be creating a simple mobile game to learn multiplication tables (or develop other math skills) in the form of a racing game. We’ll be using the Quintus game development framework on this tutorial.

The requirements for this tutorial are the following: Familiarity with HTML, CSS, JavaScript and basic object oriented concepts.Clone or download Quintus from it’s Github page.Setup a local webserver. 1. 2. 1. Quintus JavaScript HTML5 Game Engine. The Quintus scenes module, which requires the Sprites module, finally pulls together most of the interesting pieces of Quintus into a cohesive, usable package. There are still a few important pieces left to discuss, such as input and sound, but the Scenes module contains a lot of the behavior and complexity that you'll build your game off of.

Scenes The Scenes module introduces two important objects into the mix: the Scene class and the Stage class. The Scene class is actually a quite simple class that doesn't provide a lot of functionality. It is however quite an important class for Quintus as it serves a single, important purpose: to let you build reusable scenes that can be staged. Scenes hold only two properties: a callback method for adding items to a stage and a hash of options that control the behavior of the stage.

Think of scenes as instructions for how you might set up a stage. To create a Scene you call Q.scene with a name and a callback method that adds items to a stage. Stages. HTML5 GameDev – Quintus. Introduction to Tiled Map Editor: A Great, Platform-Agnostic Tool for Making Level Maps. In this article I'll give you a basic introduction to the Tiled Map Editor and the design process that surrounds it, while outlining the reasons for using it. I'll also quickly show you how to actually create a map within Tiled.

Tiled is a general purpose tile map editor. It functions as a free tool to allow the easy creation of map layouts. It is versatile enough to allow specifying more abstract things such as collision areas, enemy spawn positions, or power-up positions. At its core, the design process of using Tiled to create maps works by following these steps: Choose your map size and base tile size.Add tilesets from image(s).Place the tilesets on the map.Add any additional objects to represent something abstract.Save the map as a tmx file.Import the tmx file and interpret it for your game. Having a standardized system and a powerful flexible tool already in place allows you to focus on more important things in your game.

Tiles: Again, set the width and height to 32px. That's it! Quintus tutorial.