Quick analysis of various JS gaming platforms

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Greg DeKoenigsberg

Jun 17, 2011, 11:21:34 AM6/17/11
to tinygames
First, my criteria, in order of "most important to least important".

1. Free and open source output (the game itself, and all assets).
2. Free and open source developer tools, if available.
3. High-quality developer tools.
4. Simplicity of understanding the code.
5. Functionality on mobile devices.
6. Maturity and size of userbase.

There are *a lot* of HTML5/JS platforms popping up like mushrooms. A
number of them have shown up on Github in literally the last month.
Trouble is, too many choices can be as difficult as not enough
choices. :) Also: we must reconcile ourselves to the idea that any
choice we make might be wrong.

The ones that seemed to be most interesting:

* Impact. Clearly the most mature -- but completely non-free tools
that seem only to run on Windows, and licensing requirements around
the engine itself that are unclear.

* RpgJs. *Very* interesting, but the maps are *completely opaque*
without proper map editing tools, which, again, only run on Windows.
It's also unclear what license they've chosen; they're very early on,
and I'm not sure *they* know yet. They're certainly not advertising
their license.

And then lots and lots of other choices, in varying stages of

So here's my take: if RpgJs were further along, and had better FLOSS
map editing tools, I would very likely advocate moving from Akihabara
to RpgJs. But as it stands right now, I don't think that's the right

Akihabara has a growing community, with lots of forks to examine for
cool new features. It's got a few good tutorials on the web. It
allegedly works on mobile, although I haven't gotten that to work yet
and it concerns me a bit, I'll admit.

Therefore: for now, I will be sticking with Akihabara and moving
forward as time permits.

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