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JS framework for a 2D web-based game
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JS framework for a 2D web-based game

raindog308raindog308 Administrator, Veteran

My daughter has a few ipad games that she loves, and they're usually of the collectible card game ilk.

I was thinking of writing one for her myself. I'm not an iOS programmer so it'd likely have to be web-based.

I'm envisioning 2D art (I do speak Photoshop). I'd like to be able to move virtual cards around on a table, flip them over, etc., as well as maybe having some animations around opening packs.

Not a strong concept yet and need to do some design, but what might be some JS frameworks I should look at? A friend mentioned babylon.js to me. I do have a Balsamiq license via work to wireframe things out first.

If anyone knows a great book on this subject, feel free to recommend. I'm really not a strong JS guy, but know many other languages (python, perl, php, some java, C, etc.)

Comments

  • timnboystimnboys Member
    edited May 2016

    @raindog308 said:
    My daughter has a few ipad games that she loves, and they're usually of the collectible card game ilk.

    I was thinking of writing one for her myself. I'm not an iOS programmer so it'd likely have to be web-based.

    I'm envisioning 2D art (I do speak Photoshop). I'd like to be able to move virtual cards around on a table, flip them over, etc., as well as maybe having some animations around opening packs.

    Not a strong concept yet and need to do some design, but what might be some JS frameworks I should look at? A friend mentioned babylon.js to me. I do have a Balsamiq license via work to wireframe things out first.

    If anyone knows a great book on this subject, feel free to recommend. I'm really not a strong JS guy, but know many other languages (python, perl, php, some java, C, etc.)

    well I can recommend construct to you it is a gui based game maker for web, ios, etc and they have templates as well though they're a little expensive but they're usually worth the cost considering the ease of use and easy making of the games without coding a single line.

    https://www.scirra.com/

    they allow you to make the game completely in html5 and convert it to native android, etc apps.

    Thanked by 2Licensecart doghouch
  • mouwenmouwen Member
    edited May 2016

    Phaser: http://phaser.io

    It also has a good forum and community where you can get help

  • This might give you an overview of some options: https://html5gameengine.com/

  • I'm not an iOS programmer so it'd likely have to be web-based.

    Keep in mind that there are hybrid frameworks like Cordova (and many others) that allow you to target mobile phones as a platform without using native development languages. So the real question is whether or not the generic "web" really is how you want to build the software.

    Not a strong concept yet and need to do some design

    My general advice for game programming is to know exactly what you're going to do long before you do it. Too much changes too fast, and the odds are pretty good your game will be outdated before you're even finished if you try to follow an "agile" process that keeps chasing all the new technologies. Either that or you'll just never finish, which is what you see happen way too often in the games industry.

  • JonchunJonchun Member

    I recommend phaser as long as the game is simple.

  • GCatGCat Member

    Why a framework? That can be overly bulky.

  • rincewindrincewind Member
    edited May 2016

    Don't bother with JS, use Love2D instead.

    Create a game as a .love file and package it for Windows/Mac/Linux/Android/iOS. Also runs in browser with Love.JS

  • vapornodevapornode Member
    edited May 2016

    You could check out http://godotengine.org

    It isn't JS and it isn't strictly 2D or web-based. It is a 2D / 3D game engine (with more strengths on the 2D side) that uses a custom scripting language similar to Python. You can export the same codebase to iOS and HTML5.

    I heard about it a couple months ago and I've found it to be very easy to learn and intuitive to use.

  • You dont really need a framework if you're building a game with say Java. You might need to import some libraries of course (such as graphics), but i dont understand why you need a framework, unless its going to be a very complex game.

  • @PremiumN said:
    i dont understand why you need a framework, unless its going to be a very complex game.

    It usually works the other way around. The more simple and cookie-cutter a game is, the more it lends itself to a framework. If raindog went looking, he may even find one that is specific to collectable card games. Just enter in your rule variations and unique assets and, click, you've got a game, no extra programming required.

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