Création des Logiciels de gestion d'Entreprise, Création et référencement des sites web, Réseaux et Maintenance, Conception
Création des Logiciels de gestion d'Entreprise, Création et référencement des sites web, Réseaux et Maintenance, Conception
(Updated 10 Dec 2010 -- corrected link to 3rd Place Hilversum developer Kornel Lesinski's Twitter page.)
Last month, more than 50 developers assembled in Hilversum, Netherlands, and San Francisco, California for an HTML5 game jam.
The idea of HTML5 gaming may seem unusual, but if the results from this event are anything to go by, there will be plenty more HTML5 games in the future. In just over 24 hours of coding, attendees were able to produce the seeds of great games, powered by standard web technologies. The games we saw were novel, visually appealing, and in many cases, already very playable.
HTML5 is making it easy to develop games for standard web browsers, and it also provides a way for developers to reach mobiles and tablets with a single code base. Watch for other initiatives, like Mozilla's current HTML5 gaming competition, to take HTML5 gaming to the next level.
Here’s a look at the winners from both venues. You can see a detailed list of all the entries here.
A novel 8-bit style game where you “leap” over the bad guys. A good demo of the Canvas element and a complete game with levels and scoring. Congratulations David Ganzhorn and Mike Rotondo on winning the HTML5 Game Jam in the USA.
A puzzle game where you build a fortress to protect the monkey, demonstrating a physics engine in Canvas. Congratulations Tom Hastjarjanto on winning the HTML5 Game Jam in Europe.
A platform shooter involving turtle-like creatures on wheels, using Canvas. By Wolff Dobson, Charles Lee, Nicolas Coderre, Dan Fessler, Sara Asher. (No online demo at present.)
A refresh on the classic “Snake” game, demonstrating multiplayer powered by NodeJS and WebSocket, and 3D transforms of the canvas element. By David Durman & Ales Sturala. (No online demo at present, but code repository available.)
A casual puzzle game by Bruno Garcia, where you link up adjacent matching fruit.
A stunning 3D game inspired by the classic Syndicate series showcasing just how far we’ve come with Canvas-based graphics. Observe the collision detection and be sure to hit the “Flying Carpet” button as well as the space bar to fire! This game was also shown in the “Web or Native for Mobile Development?” session at the recent Google Developer Days conferences in Europe. Created by Kornel Lesinski, Peter van der Zee, and Edwin Martin.
A few other readily playable games you might enjoy are:
We were also honoured to have keynotes by two pioneers of web-based gaming. In Hilversum, the speaker was Tino Zijdel, creator of DHTML Lemmings back in 2004. Tino, coincidentally a Hilversum local, explained the tricks he used to make the game playable on the browsers of the day. He has subsequently written his account of the Game Jam. It’s in Dutch, so here’s an English translation. There were additional presentations from from Yu Jianrong, who covered ten tips for HTML5 Game Development and Paul Irish on HTML5.
The San Francisco keynote was given by Marcin Wichary, who gave a keynote on games and HTML5. Marcin is the creator of the Pac-Man doodle and also the first version of the popular HTML5Rocks slides. Marcin talked about his experiences in recreating Pac-Man and the timeless aspects of videogaming in modern age, shared some behind-the-scenes trivia, and shared the technology used to write the doodle and debug it.
We thank SPIL Games for hosting and co-organising the Netherlands event, and we also thank Samsung for contributing a Galaxy Tab for the Game Jam at that venue. Developers working on touch apps were able to use the Tab for testing, and we later gave the device away as a prize. Congratulations all who took part!
You can find more details about the event, including links to code repositories and further demos, at HTML5GameJam.com.
By Michael Mahemoff, Chrome Developer Relations2013, By: Seo MasterThis has been an exciting year for web developers, with all the new features being made possible by HTML5 and browsers getting faster by the day. One of the big surprises has been the rise of HTML5 gaming, with the open technology stack of HTML, CSS, and Javascript becoming a viable platform for games on the web. That’s why, next month, SPIL Games and Google will be running an HTML5 Game Jam event on both sides of the Atlantic, and you’re invited!
In the Netherlands, we’ll be hosting a sleepover event at the Hilversum headquarters of SPIL Games. SPIL recently converted their 47 mobile portals to work on mobile HTML5, and is running a $50,000 HTML5 games contest. Hilversum is a quick train journey from Amsterdam and the spacious premises are the perfect setting for hardcore games hacking, which means we’ll be coding HTML5 games all weekend. Participants will be able to sleep over on-site. In which case, please bring a sleeping bag, change of clothes, and don’t forget your toothbrush! We’ll also mail out a list of hotels in the Hilversum area for those who’d rather book a room instead (at your own cost).
Meanwhile, we’ll be running a parallel event at Google’s office in downtown San Francisco. We won’t quite be pulling an all-nighter like our friends in the Netherlands, but we will keep our doors open till midnight.
This will primarily be a hands-on hackathon in both locations, which runs from Saturday October 9th, 10am to Sunday October 10th, 6pm. We’ll kick off with short talks on the technology, followed by pitches from anyone with ideas on a great game. Then it will be hacking all day. We’ll pick up again on Sunday at 10am, and wrap up at 6pm with presentations and judging. There will also be chillout areas with games and diversions, and food and drinks to fuel your frenetic hacking.
The event is free of charge and places are limited. Sign Up here, and we’ll mail back with confirmations soon. We’re looking forward to see what games you can build using HTML5!
By Michael Mahemoff, Chrome Developer Relations2013, By: Seo Master<target action="addTarget">We created a Javascript architecture to interpret the XML and make several calls to the Google Earth API to set up the scene and add 3D models as markers for the target. We then track the user’s position relative to the target using Google Earth’s ground overlays. This involves a lot of background processing, but we were surprised at how well it performs.
<itemPath>assets/images/blank.png</itemPath>
<longitude>-157.8459651634087</longitude>
<latitude>21.31249095467307</latitude>
<imageRadius>.0000018</imageRadius>
<targetRadius>20</targetRadius>
</target>
drawImage()
method allows us to draw only a certain part of a tileset or animation sheet to the screen. In Impact, however, you don't have to deal with any of the Canvas API methods directly. Instead, you specify your tilemaps and animation sheets and let the engine handle the details.// Each animation frame is 16x16 pixelsSimilarly, here's the code needed to create and draw a background layer:
var sheet = new ig.AnimationSheet( 'player.png', 16, 16 );
// This creates the "run" animation: it has 6 frames (the 2nd row
// in the image), with each one being shown for 0.07 seconds
var run = new ig.Animation( sheet, 0.07, [6,7,8,9,10,11] );
// Create a 2D tilemapYou don't have to create these tilemaps by hand. Impact comes with a powerful level editor called Weltmeister, which makes it easy to draw background layers and position your entities (non-static objects in the game world) in your levels.
var map = [
[5, 3, 4],
[2, 7, 1],
[6, 0, 3]
];
// Specify a layer with a tilesize of 16px and our tilemap
var layer = new ig.BackgroundMap( 16, map, 'tileset.png' );
layer.draw();
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2013, By: Seo MasterToday, the annual Game Developers Conference (GDC) officially kicks off in San Francisco. From browser technologies to cloud storage solutions, Google has many products and services that can be useful to game developers. Until now, it was hard for developers to track down information on how Google can help them build, distribute and monetize their games. This is why we are excited to release Google Game Developer Central.
Google Game Developer Central provides an overview of Google products and services that are particularly relevant to game developers. You’ll be able to explore different platforms like Chrome, learn about technologies such as GWT, WebGL and HTML5, and check out monetization options like AdMob.
This is just the first iteration of Google Game Developer Central. In the next few months, we plan to add additional content to make this an even better resource for all game developers. If you’d like to give us feedback on how to improve the site, please join our developer forum or for those of you at GDC, stop by our booth on the expo floor. We look forward to meeting you in person!
In the next few weeks, thousands of programmers, designers and publishers will head to San Francisco for the annual Game Developers Conference (GDC). Google will be there in full force, showcasing technologies, distribution platforms and monetization solutions that help game developers create amazing games and reach an audience of hundreds of millions.
We’ve planned two developer days with several exciting talks. On February 28th, we’ll discuss web technologies such as HTML5, WebGL and Native Client, as well as Google’s cloud solutions and YouTube APIs. On March 1st, we’ll switch our focus to Android, with tech talks on audio, graphics, compatibility, the new NDK and the use of App Engine to securely serve application data.
Several Googlers are also speaking at the GDC summits and main conference, presenting topics ranging from mobile monetization to games on smart TVs. For a full list of our talks you can visit www.google.com/events/gdc.
Want even more Google? Visit our booth on the expo floor, where you can meet Google experts, check out the latest Android devices, or just relax in our Google TV lounge. If you stop by, you might even be able to score a pass to Google’s first invitation-only GDC party. We look forward to meeting you in person!