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When Phaser v3 came out, it was completely and 100% incompatible to Phaser v2. The FAQ suggested you write your game again. If you're maintaining any game for longer than "fire and forget", keep in mind that the developer has absolutely no issues changing the API completely, breaking your code, and rubbing it in your face. See More
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PIXI.js is easy to learn, but its Firefox support leaves plenty to be desired -- it'll drop WebGL contexts and complain about texture mishandling, so you'll be choosing to use the Canvas backend for certain browsers and non-high-end devices. And you'll be disappointed a second time. Limited feature support and the odd glitch that will have you extra code to work around it. See More
The alleged Canvas fallback is missing quite a bit of features. I'd expect shaders not to work, that's a given, but there are plenty, less forgivable omissions. For instance, there's no support for blending modes even if the browser's Canvas API does implement them. See More
Construct 2 uses WebRTC technology to support it's multiplayer functionality. The nature of the technology allows peer-to-peer connection which does not require game developer to create server side architecture to allow communication between games. See More
Construct 2's event system allows for deep, detailed control over all aspects of your game. You aren't limited to just a few options. Rather, Scirra has thought of nearly everything in advance with access to any desired parameter of any object all paired with simple and intuitive ways to interact with them. Your events can be organized with event sheets (that can be included in other sheets), event groups, sub-events, loops, and functions that make the coding portion of your game as efficient as possible. See More
After using a few quick tutorials you can quickly catch on to the event system this program uses and quickly be able to build any type of 2D game you want. You can download a few sprites from google and put together a working level of Mega Man with character movement / animation / enemies / collision detection / scoring / Tile map and AI within about 2 hours. See More
Extending the reach of a game developed with ImpactJS is easy due to the cross-platform nature the framework. There are Considerations around performance, resolution and audio, however all can be appropriately addressed when in development. Works in the browser via Canvas, even on mobile. Easily translatable into a packaged app. See More
Since Crafty has such a robust user community that is contributing community modules. It's possible to take advantage of this by using these additional components in other HTML5 games without having to recreate the same functionality. See More