HTML5 vs Native: The Mobile App Debate. Introduction Mobile apps and HTML5 are two of the hottest technologies right now, and there's plenty of overlap. Web apps run in mobile browsers and can also be re-packaged as native apps on the various mobile platforms. With the wide range of platforms to support, combined with the sheer power of mobile browsers, developers are turning to HTML5 as a "write one, run many" solution. But is it really viable? Feature Richness Point: Native can do more We can divide mobile functionality into two dimensions: the experience of the app itself, and the way it hooks into the device's ecosystem, e.g. for Android, this would be features like widgets and notifications. In terms of app experience, native apps can do more. It's more than the in-app experience though. Counterpoint: Native features can be augmented, and the web is catching up anyway It's true that many in-app features are simply beyond reach for an HTML5 app.
Making a hybrid - native plus web - app is hardly an ideal solution. Performance. HTML5 vs native: advice for the pragmatic developer | Opinion. HTML5 vs. Native Applications. Top Down Car Example Using Gamejs & Box2D. Bandit Racer - About. 40 Beautiful Free HTML5 & CSS3 Templates.
Dec 01 2011 Over the last few years there has been great collections of quality free HTML & CSS templates published on Noupe such as 50 Free High-Quality and “New” (X)HTML/CSS Templates (2009) and 40+ Elegant Free CSS/(X)HTML Templates (2010). There have been some great free templates released over the last year so we thought it would be appropriate to share some of these great new designs with you all. In web development, it’s important to move with the times and embrace the latest changes. As such, all of the templates listed in this article were designed using HTML5 and CSS3; both of which will help future proof your website and make them more accessible.
The Templates 1. A minimal looking grey and pink design that comes packaged with an Ajax powered PHP contact form. Info & Download | Demo A beautiful clean two column design that would be perfect for a blog. Info & Download 3. A grunge styled website that is suitable for a portfolio or a blog. Info & Download | Demo 4. Info & Download | Demo. Angular Invoice Example. HTML5 Platformer: the complete port of the XNA game to <canvas> with EaselJS - David Rousset.
After a couple of hours coding with JavaScript, I’ve finally finished porting the XNA 4.0 Platformer game sample to HTML5/Canvas with the help of the EaselJS gaming framework. This article will provide you the game and the story of some of the questions I’ve asked myself while coding it. If you’d like to know how the game works, simply read the JavaScript commented code available at the end of this article.
Please note that my main goal was to better learn JavaScript by writing pure JS code (with no form of dependency to the DOM) and to write a cross-browsers working game and cross HTML5 compatible devices when possible also. You can play the game directly inside this iframe (left & right arrows keys to move & W to jump). Or you can play with it in a separate window through this link: HTML5 Platformer Note 1: the game has been first released in September 2011 with EaselJS 0.3.2 and has been updated for EaselJS 0.5 on 8/31/2012.
Building the content manager - Are We Fast Yet? David. Create a Game Character with HTML5 and JavaScript { William Malone } By William Malone In this series we will explore how to create a game character using HTML5 Canvas and JavaScript. Each part of the series will give step by step instructions how to give our character a new ability such as running and jumping. The source code is available for download at the conclusion of each part. The purpose of this series is discuss the basics of creating a game character in HTML5 and JavaScript and hopefully inspire the creation of some new HTML5 games. Meet our character. Character Abilities View Part 1: Create a Character of this series. View Part 2: Jump of this series. HTML5 Game Development. Turn.js - The page flip effect for HTML5. How To Make a Tile-Based Game with Cocos2D. This post is also available in: Japanese If you're new here, you may want to subscribe to my RSS feed or follow me on Twitter.
Thanks for visiting! Update 1/17/2013 Fully updated for Cocos2D 2.1 rc0, Tiled 0.9.0 (released Feb 2013), Xcode 4.6, and ARC. (original post by Ray Wenderlich, update by Charlie Fulton). Mmm, tasty melons! In this 2-part tutorial, we’re going to cover how to make a tile-based game with Cocos2D and the Tiled map editor. We will do so by creating a simple tile-based game where a ninja explores a desert in search of tasty watermelon things! In this part of the tutorial, we’ll cover how to create a map with Tiled, how to add the map to the game, how to scroll the map to follow the player, and how to use object layers. In the second part of the tutorial, we’ll cover how to make collidable areas in the map, how to use tile properties, how to make collectable items and modify the map dynamically, and how to make sure your ninja doesn’t overeat. Creating a Project Skeleton. Lost Garden. Not all emotions are created equal. Consider: It is a distinctly different thing to feel sad while reading about a dying mother than to actually feel sad because your mother is dying.
The former is a shadowy reflection that we intuitively understand is not immediately threatening. The later is raw, primary and life changing. I've yet to see existing terminology for this phenomena, so at the risk of stepping on existing toes, let's use the following labels. Shadow emotions: The emotions we feel when partaking in narratives, art and other safely evocative stimuliPrimary emotions: The emotions we feel when we are in a situation with real perceived consequences. The closest I've seen to this being described elsewhere is something called the Somatic Marker Theory. It postulates: "When we make decisions, we must assess the incentive value of the choices available to us, using cognitive and emotional processes. Crucially, the theory identify two distinct classes of emotion. Shadow Emotions. Mozilla/BrowserQuest.
Free video chat API | OpenTok. Authentication REST API calls must be authenticated using a custom HTTP header: X-TB-PARTNER-AUTH. Send your API key and partner secret concatenated with a colon: X-TB-PARTNER-AUTH: <api_key>:<partner_secret> To call the function from the command line, you could issue a command like the following: export TB_url= headerstr="X-TB-PARTNER-AUTH: API_KEY:API_SECRET" curl -X POST -H "$headerstr" $TB_url Replace the API_KEY and API_SECRET with the API key and partner secret provided to you in your OpenTok dashboard. Methods Create Session Create Session Generate a new session.
Resource URL: Resource verb: POST Parameters location The location setting is optional, and generally you should not include it. p2p.preference Enter "enabled" if you prefer calls to be connected via a peer-to-peer connection, and "disabled" for multiparty calls. Sample Request Sample Response The response is XML data of the following form: HTML5 Pacman. Shim for font face This is most of the Pacman game everyone knows and loves. It isnt a complete implementation yet and I do plan on working some more on it, however it should mostly be playable. (who knew the ghosts have a strategy!) Why? Things to consider Performance – A lot of focus in the Flash vs Web arguments are focused on performance and CPU, while Flash has an initial performance hit which is unacceptable for minor things such as displaying text, for writing games it is reasonably mature and optimised, although my canvas implementation will have lots of room for improvement it is probably quite close to a naive Flash implementation but uses a lot more CPU.
Issues Configure your server to serve media files If your audio works locally, but not from a server, remember to configure your server to serve media files with the correct media types. Checking the progress of a file loading Looping Audio Comment on Hacker News. Daleharvey/pacman. Tutorials. Developing Multiplayer HTML5 Games with Node.js. One day I had some friends over at my house introducing me some cool iPad games. One of the games was Osmos, developed by an Canadian indie studio called Hemisphere Games. You control a little blob that floats in 2D space, and the only thing your blob can do is shoot pieces of itself in a given direction, which propels it in the opposite direction.
The rules of the game are simple, the main rule being that when two blobs collide, the larger one will consume the smaller one. The rest of the rules pretty much follow directly from conservation of mass and energy. See for yourself - it's way better than it sounds! Osmos really caught my attention because of its simple but engaging gameplay, meditative pace and distinct lack of multiplayer support, which struck me as a potentially very interesting problem to tackle.
How it works The rest of this post is about some development-related details. Game architecture Osmus uses a shared game engine that runs in both the browser and on the server. NodeJS Tech Tip | AT&T Developer Program. A few months ago at work, we decided to build a realtime multiplayer game for the web, and we chose to go with Node.js for our multiplayer server. It was a pretty strong success, and was up running for several months without a single crash or restart of the Node.js process. We decided to write our game in Node.js because we had heard of this cool platform and had been itching to use it for a while. This turned out to be a blessing because it was very easy to get into, and many interesting Node.js libraries exist to help accomplish various task. A side benefit of using node is that javascript itself is very easy to use. This allowed us to focus on the problems all realtime network games face with less fussing with the constraints or compile times of less dynamic languages.
Node.js was also very lightweight on our servers even during peek usage. Function broadcastInfo( sendingClient, messageInfo ) { for(var aClient in allClients) { if(aClient ! It can be represented crudely on this chart: Nowjs for Node - Directly call remote functions in Javascript.
Arquitectura de un juego MMO en HTML5 con Node.js y MongoDB. A través de las tecnologías que se agrupan bajo el término HTML5, junto con javascript, se pueden hacer auténticas virguerías. Una de ellas es este juego, Word2 o WordSquared. Se trata de un juego estilo Scrabble creado inicialmente en 48 horas por un equipo de tres personas para la competición de Node.js Knockout de 2010. La característica más destacada es que se trata de un MMO (Massively Multiplayer Online). Las letras son colocadas en tiempo real, y cada jugador compite con todos los demás en construir la cadena de palabras más larga y obtener la puntuación más alta.
Al indagar sobre los creadores de este juego, encontré un valiosisimo artículo escrito por uno de ellos, donde explican con gran detalle como diseñaron y desarrollaron la primera versión del juego en esas 48 horas, las tecnologías que utilizaron, la planificación, etc. Una vez te pica el gusanillo, el buscar información relacionada en Google sobre el tema, juegos html5 multijugador, es el siguiente paso. Cliente: Goodbye Effect Games. Friends, The time has come to shut the doors on Effect Games, so we can move onto other projects. But we've preserved some of our old games and demos for you to play with: We've also open sourced the entire Effect Games engine, as well as the web IDE. Effect Games, in it's entirety, has been moved to GitHub. The source is MIT licensed, so you may use it in both personal and commercial projects. Deepest thanks to everyone who tried Effect Games and provided such awesome feedback.
Prototyping for Game Design. HTML5 Quiz, using jQuery Mobile. Downloading Construct 2. Built with appMobi. Intel® XDK HTML5 development environment - develop, emulate, test-on-device and build apps Download Today Intel® XDK a HTML5 cross-platform solution enables developers to write web and hybrid apps once, and deploy across many app stores and form factor devices. Easy-to-use: Streamlined workflow from design to app storeDevelop faster: Integrated design, test, and build toolsDeploy simply: Across more app stores, and form factors Intel XDK is available as a free download for Windows* 7 & 8 , Apple OS X*, and Ubuntu* Linux* Build cross-platform apps easily Intel® XDK streamlined interface is built on Web technologies HTML, CSS, JavaScript*, and Node-Webkit back-end, runs on Windows*, OS X*, and Ubuntu Linux, without browser or Java* dependencies. Development Tools Built-in Intuitive tools that let you design engaging HTML5 responsive apps in less time Start with Samples Emulate, Test, and Debug Tools Emulators, debuggers, and profilers to enhance app performance and quality Get the Intel® XDK Learn How.
Live Demo. “The simplicity of working with layouts and fonts on Spaceport is marvelous. Much time is spent on Starling, coding to position graphics, align them together, sizing fonts, creating the textures, worrying for the resolution on different devices, etc. All that is gone with Spaceport.” “This allows us to either make a complex game twice as fast or make two simple games in the same time we would have done a Starling game, thus monetizing more.” - Alejandro C.
Saksida “Spaceport’s vector rendering speed blows Adobe AIR out of the water.” - Sean Lavery “Getting started is straightforward for a Flash developer. “No comparison with AIR, Spaceport is much easier.” - Saumya Ray “Spaceport has been instrumental in enabling us to build a complex product in a short period of time. “We would recommend Spaceport to all mobile game developers out there.” - Luis Sampedro “The results were blazingly fast and promising.
“I was surprised how easy it was to deploy and how fast it runs on older devices.” Case Study: HTML5 MathBoard. Introduction MathBoard on iPad, a PalaSoftware application, is a highly polished application with many subtle but natural animations and a unique realistic look and feel. The goal was to do the highest fidelity port of the iPad application to HTML5. N2N-Apps is a Software Development company focusing on building next generation of Web and Mobile application with HTML5 technology. The company was funded in 2010 by Jeremy Chone whom, after 11 years of engineering and management experience from Netscape, Oracle, and Adobe, decided to share its expertise with businesses to build high-quality Web and Mobile applications. N2N-Apps focuses on quality and speed of delivery.
Download MathBoard for the Chrome Web Store Download MathBoard for the Chrome Web Store (free version) Requirements The key requirements for this HTML5 porting project were the following: High fidelity port of the original iPad application look and feel and user interface. Architecture iPad to PC considerations Screen orientation.