The engine isn't really in a released state yet and doesn't have a numbered released yet (darn lack of docs), but it's been used internally for a number of projects, most recently:
A rewrite of a couple of the parts (particularly scenes and some UI components) is a work-in-progress.
The primary goal of the engine is to be a small, modular, very JavaScript-like and to have a full test suite for the core parts of the system - http://html5quintus.com/quintus/specs/SpecRunner.html (this will help verify cross-browser behavior)
Forgot to add, this Engine came out of a book I wrote, and the examples for that book all run on Mobile: http://mh5gd.com/
The most interesting thing about Cocos2D with Javascript is that it takes advantage of the native application where it runs. For example, in iPhone it runs a native game with all the GPU acceleration but on a browser it uses the canvas object.
Check out some more examples that use the engine and all run on mobile here: http://mh5gd.com/ (all but the first are built on an earlier version of Quintus from the book)
Could somebody explain the "HTML5 game engine for mobile, desktop and beyond" part? Is it because it's HTML5, and will therefore work wherever a HTML5 supporting browser will work, or is there something more to make it "desktop" friendly?
The front-page of Quintus contains a simple demo written in approx. 60 lines of JavaScript code which implements a simple Super Mario-like game which you can test for yourself. You can play around with the code and check out the changes you make by yourself.
Documentation is not yet up to scratch, but it looks like a promising game engine.
Check out www.functionn.in for more web resources to keep you functionn.in'.
[+] [-] cykod|13 years ago|reply
The engine isn't really in a released state yet and doesn't have a numbered released yet (darn lack of docs), but it's been used internally for a number of projects, most recently:
http://www.html5gamedevelopment.org/StateofHTML5GameDevelopm...
A rewrite of a couple of the parts (particularly scenes and some UI components) is a work-in-progress.
The primary goal of the engine is to be a small, modular, very JavaScript-like and to have a full test suite for the core parts of the system - http://html5quintus.com/quintus/specs/SpecRunner.html (this will help verify cross-browser behavior)
Forgot to add, this Engine came out of a book I wrote, and the examples for that book all run on Mobile: http://mh5gd.com/
[+] [-] Hirvesh|13 years ago|reply
[+] [-] wslh|13 years ago|reply
1. Demo: http://www.cocos2d-iphone.org/t/js-tests/tests/
2. Docs: https://github.com/zynga/jsbindings#readme
3. A game example: http://cocos2d-javascript.org/demos/dizzy-3-5
The most interesting thing about Cocos2D with Javascript is that it takes advantage of the native application where it runs. For example, in iPhone it runs a native game with all the GPU acceleration but on a browser it uses the canvas object.
[+] [-] hayksaakian|13 years ago|reply
I know that chrome for android is quite behind, but still.
[+] [-] hayksaakian|13 years ago|reply
[+] [-] TomasSedovic|13 years ago|reply
On my PC, the demo is controlled by keyboard only. Presumably, they wanted to make the code as small as possible so they didn't put touch controls in.
http://html5quintus.com/quintus/docs/quintus_input.html
[+] [-] cykod|13 years ago|reply
[+] [-] jandy|13 years ago|reply
[+] [-] Hirvesh|13 years ago|reply
The front-page of Quintus contains a simple demo written in approx. 60 lines of JavaScript code which implements a simple Super Mario-like game which you can test for yourself. You can play around with the code and check out the changes you make by yourself.
Documentation is not yet up to scratch, but it looks like a promising game engine.
Check out www.functionn.in for more web resources to keep you functionn.in'.
[+] [-] gotschi|13 years ago|reply
kthxbye
[+] [-] chrisrickard|13 years ago|reply
[+] [-] Hirvesh|13 years ago|reply
[+] [-] chayesfss|13 years ago|reply
[+] [-] 89a|13 years ago|reply