For those of you who aren’t aware, I’ve spent much of the summer working with Darren Torpey on a series of tutorials for the Akihabara Framework, a set of Javascript libraries for making 2D games in an HTML5 CANVAS.
I just uploaded the first public release of the Akihabara documentation, which is something I’ve been working on for the last three weeks with significant help from my summer intern Nicholas Brown. For technical notes you can see the blog post over on Boston Game Jams. But yeah, for now you should
read the Akihabara documentation
I’m hoping that by contributing significantly to both tutorials and API documentation I can encourage others to make their games using Akihabara! Feel free to hit me up with any questions about the engine. I didn’t write the engine (that would be Kesiev), but I’ve got a pretty good understanding of it by this point.
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Thanks Darius! I was a little intimidated when I first checked out Akihabara, and not being a very experienced programmer, I was unable to just dive into the API. I’ll definitely give this a read, along with your tutorials.
Thanks so much for contributing such useful material to the community. This’ll be quite useful for sure.
Hey Darius, why should someone use this engine (or HTML 5 / JS in general) over Flash today?
I’m glad you asked, since I happen to have just posted a presentation I gave last night that addresses the very topic :)
http://bostongamejams.com/2010/09/15/updated-html5-presentation/
Thanks for sharing this. It helps answer some of my questions. I’m still not sure whether market penetration is enough to really invest in HTML 5 today but it definitely seems to be shaping up.
In my own estimation, HTML5′s market penetration in terms of desktop browsers will make business sense in two years.
However for the mobile space you can make an HTML5 app and quickly deploy it on Android, iPhone, Palm Pre, etc. So I think that if mobile is your space HTML5 is *already* a viable platform.
Wait, I cannot fathom it being so straigthfoarwrd.
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