Impact

Impact Plugin for Wii U is now available

One of Impact's main goals from the start was to enable game developers to build games for a multitude of different platforms. Starting today, Impact is officially supporting an exciting new platform: Wii U™.

Nintendo did a tremendous job with their HTML5 development environment Nintendo Web Framework. It provides a high performance Canvas implementation and excellent sound support. While Impact runs "out of the box" on the Nintendo Web Framework, I developed a Plugin for Impact in cooperation with Nintendo. This Plugin makes it a snap to seamlessly integrate Wii U GamePad and its second screen, Wii Remote controllers and various other controllers in your Impact game.

The Impact NWF Plugin and a modified version of the Super Generic Jump'n'Run demo game showcasing its use is available on the Nintendo developer support website. The Plugin itself is free to use and just needs the Impact library files from your download page to run. If you don't have an Impact license yet, you can buy one here.

To develop for Wii U, you will need to become a Nintendo Authorized Developer and obtain a Wii U development kit. You can apply to become an authorized developer over at wiiu-developers.nintendo.com.

My own Impact game X-Type running with Nintendo Web Framework on Wii U — Couch Mode Activated!

Playing your Impact game on the living room TV is a whole new experience. I'm excited to see what you're coming up with and hope to see a lot of your games on the Nintendo eShop in the future!

Wii U is a trademark of Nintendo.

Friday, February 14th 2014 / Tags: Nintendo Web Framework

Impact 1.23 and new Jump'n'Run example

Impact 1.23 adds an easy to use Entity Pool and fixes some smaller bugs.

This release also comes with the new Super Generic Jump'n'Run example game, which supersedes the old Jump'n'Run example in every way. It adapts seamlessly to all screen sizes, features on-screen buttons for mobile devices and works in mobile Browsers and Ejecta out of the box.

The game also demonstrates how to create a Title screen, how to use triggers and switch between levels and how to use the new Pooling functionality. This should be an excellent starting point for many of your own projects.

Play the game here - also try it on your mobile devices!

Super Generic Jump'n'Run

The graphics were made by Kenny.nl for the excellent OpenGameArt.com. The full, extensively document source code for this Game is available on your download page.

As always, if you're updating from a previous version, take care to not overwrite your own files. You'll just need to update the files in lib/impact/ and lib/weltmeister/. Grab the new version from your download page.

Changelog - Impact

  • Added ig.EntityPool
  • Added .pxWidth, .pxHeight for ig.Map
  • Added .classId property
  • Added detailed explanations for all settings in lib/weltmeister/config.js
  • Fixed problems with Weltmeister's PHP backend on some systems
  • Fixed ig.merge() to correctly handle null values
  • Fixed Animation's .gotoFrame sometimes jumping to the wrong frame
  • Fixed flickering problem when rewinding an Animation
  • Fixed flickering problems when sorting newly spawned Entities
  • Fixed various smaller bugs and inconsistencies
Wednesday, August 28th 2013 / Tags: Releases

Ejecta 1.4

Ejecta 1.4 fixes a lot of bugs and adds some smaller new features, most notably support for loading compressed PVRTC textures. This release also makes Ejecta compatible with the current XCode5 RC6.

Thanks to everyone who contributed and reported bugs!

As always, the newest release can be found on the Ejecta project page.

Changelog

  • XCode 5 compatible
  • Added support for compressed PVRTC textures
  • Added canvas.toDataURL()
  • Added ejecta.load(file)
  • Added performance.now()
  • Added navigator.platform
  • Added some more native helpers (jsValueForPath, createFunctionWithBlock)
  • Fixed canvas not cleared when setting width/height
  • Fixed inaccuracies when drawing images
  • Fixed various crash bugs and memory leaks
  • Fixed image loading behavior; onload and onerror now work properly
  • Fixed events: now all event handlers get a proper Event object
  • Fixed allow more than 5 touches
  • Fixed some smaller bugs and inconsistencies
Tuesday, August 27th 2013 / Tags: Releases, Ejecta

Updated Box2D Plugin

The official Impact Box2D Plugin has been updated to use Box2D 2.1a. This update features the new API and fixes some performance and stability problems.

The physics demo can be found on your download page and the plugin itself is at github.

Tuesday, June 18th 2013 / Tags: Examples, Plugins

Ejecta 1.3

Version 1.3 marks a huge update for Ejecta with many new features and countless bugfixes: In App Purchas API, WebGL, WebSockets, several new events and much more.

With support for Gradients and Patterns, this release also almost completes the Canvas2D API. See the changelog below for all the details.

Thanks to everyone who contributed and reported bugs!

As always, the newest release can be found on the Ejecta project page.

Changelog

  • Added WebGL support (for an example with three.js see the readme)
  • Added API for In App Purchases
  • Added support for WebSockets
  • Added deviceMotion events
  • Added pagehide, pageshow and resize events
  • Added support for Patterns and Gradients
  • Added getImageDataHD/putImageDataHD
  • Added .style property for Canvas elements, removed old .scaleMode property
  • Added basic support for Video elements
  • Added support for hsl/hsla colors and 140 HTML color names
  • Added CommonJS style require; ejecta.require() has been depracted, use ejecta.include() instead.
  • Support for TypedArrays added in JavaScriptCore
  • Moved Canvas2D to OpenGL ES 2
  • Greatly improved image load times
  • Changed all 2D Canvases to use a backingStoreRatio of 2 by default
  • Simplified the whole file structure of the project
  • Fixed problems when drawing canvases onto themselfs
  • Fixed various issues with drawText()
  • Fixed various issues with path drawing
  • Fixed various multitouch issues
  • Fixed various memory problems
Wednesday, May 29th 2013 / Tags: Releases, Ejecta

Games Showcase

The Impact website now has a new Games List where users can showcase their own games made with Impact. Right now it looks a bit empty, but I'm sure it will fill up soon.

You can add your game by creating a thread in the Games Forum. If you already have a thread for your game, you will find a "Edit Game Info" link at the top of your thread, where you can upload a screenshot and set the URL.

Monday, April 8th 2013 / Tags: Games

Impact 1.22

Impact 1.22 fixes a number of issues with Internet Explorer on Windows8/RT and Windows Phone. Font loading should now be more robust in recent Ejecta versions as well.

As always, if you're updating from a previous version, take care to not overwrite your own files. You'll just need to update the files in lib/impact/ and lib/weltmeister/. Grab the new version from your download page.

Changelog - Impact

  • Fixed problems with small pre-rendered BackgroundMaps
  • Fixed Font loading issues with Internet Explorer and Ejecta
  • Fixed WinPhone not recognized as ig.ua.mobile platform
  • Added ImpactMixin for easier integration with different environments (e.g. NodeJS)
  • Added generic ig.ua.touchDevice and ig.ua.winPhone for User Agent Sniffing.
  • Added support for MSPointer events - this makes ig.input.mouse work on Windows based touch devices

Changelog - Weltmeister

  • Fixed focus problem after using menu buttons (thanks boomshanka)
  • Fixed ig.lib being ignored when loading entities
  • Modified the default collision tileset graphic to better indicate unused (yet solid) tiles
Sunday, March 31st 2013 / Tags: Releases

Impact 1.21

Impact 1.21 is a bugfix release that deals with a number of small problems and a quite big one.

Apple recently released a new version of their Safari Browser for Retina MacBooks that breaks many Impact games and produces garbled fonts and blurry scaled up versions of games. I wrote a bit more about this whole ordeal over at PhobosLab.

Impact 1.21 carefully works around these issues. If you want your games to run on Retina MacBooks in Safari, you should update.

As always, if you're updating from a previous version, take care to not overwrite your own files. You'll just need to update the files in lib/impact/ and lib/weltmeister/. Grab the new version from your download page.

Changelog - Impact

  • Fixed issue with ig.Timer pause() not working on the very first frame
  • Fixed ig.Input to ignore keys on Input and Textarea elements
  • Fixed Function bind() to be ECMA-262 compliant
  • Fixed scaling issues for images and fonts with Retina MacBooks
  • Fixed ig.input.mouse.x/y to take the CSS scaling into account
  • Fixed ig.Sound to disable sound completely if HTML5 Audio is not supported (Safari/Win)
  • Fixed ig.Animation rewind() method not returning to the first frame after gotoFrame() was called
  • Fixed constructor assignment in ig.Class
  • Fixed debug.css to honor the ig.prefix value
  • Fixed issues with preRendered repeating BackgroundMaps when screen coordinates are negative
  • Fixed an issue for one-way collision tiles, where an entity may move through the tile

Changelog - Weltmeister

  • Fixed Entity selection to allow for overlapping Entities (thanks alexandre)
Tuesday, December 4th 2012 / Tags: Releases