For many Indie Game Developers getting your game on a real gaming console is something like the holy grail. At least for me it was. The entry barrier for any gaming console seems unequally high, compared to PC or mobile development.
Nintendo is trying to change that with their Nintendo Web Framework – it's essentially a WebKit browser for the Wii U but offers some custom APIs to interface with various controllers and Nintendo's online services. Nintendo also did a tremendous job of speeding up Canvas2D rendering on their console and providing excellent HTML5 Audio and WebAudio support. The result is a game development framework suitable for about any 2D game you can think of, but with an extremely low entry barrier.
A few years ago I made an HTML5 game called X-Type, built on top of the Impact Game Engine. It was mostly meant to test the rendering speed of Browsers at the time, but turned out to be quite fun to play as well.
In 2013 Nintendo invited me to GDC Europe where I presented a quick port of the game for the Wii U. The feedback I got at GDC Europe was extremely positive, so I decided push the prototype as far as I can, polish all the rough edges and make a real game out of it.
A prototype of XType Plus at GDC Europe
Today, XType Plus launches in the Nintendo eShop in North America, Europe, the UK, Australia and New Zealand. I'm very excited to see this come to life!
For the most part, porting the game to the Nintendo Web Framework was very straight forward. My Game Engine Impact worked without any modifications and now officially supports the NWF as well to tightly integrate the Wii U controllers and other platform features.
There were some rough edges, particularly with Nintendo's online services, but these have mostly been smoothed out in current NWF releases. Interfacing with the GamePad screen and various controllers was a breeze and most features supported by a "real" Browser work as expected in NWF. Canvas and Audio work exactly as in the Browser and the settings in XType Plus for instance are simply saved to localStorage.
Even with all the additions for the Wii U, the game still runs in a Desktop Browser as well. This made the debugging process of core gameplay features a very simple process.
Screenshot of XType Plus from the all new Plus Mode
More than a year ago I started to work on a project that was supposed to be released for 7DFPS – a game dev competition about making a First Person Shooter in 7 Days. I didn't meet the deadline, but the game I started back then is now finally finished.
Xibalba, at its heart, is just a 2D game with a 3D viewport. So all the necessary elements for the gameplay were already provided by the game engine: collision detection and response, entity management, sound playback a versatile level editor and much more. The only thing missing was a 3D view.
I created a 10 minute Making Of screencast that explains the ideas and the design behind the game a bit closer.
The iPhone and iPad version of the game was made with Ejecta. The game also runs just fine in Mobile Safari on the current iOS 8 beta, but the browser's UI, especially in landscape mode, unfortunately hinder the gameplay quite a bit. It's much more playable in Chrome for Android.
I also published the 3D Viewport part of Xibalba, along with another tiny demo game, under the name TwoPointFive – a tribute to the excellent ThreeJS library.
So, yes, there's already a library called glfx.js which basically does the same thing. And I'm almost saddened to say that it's excellent.
I also learned some things about WebGL and Shaders with all this. One interesting aspect is that you can't draw a framebuffer texture onto itself. So in order to apply more than one effect for the same image, you need to juggle around 2 textures - use one as the source, the other one as the target and then switch. And if you don't want to waste any draw calls, you need to know which draw call will be the last, so that you can draw directly onto the target Canvas instead of on a framebuffer texture.
WebGL's coordinate system also complicates things a bit. It has the origin in the bottom left corner, instead of in the top left like most 2D APIs, essentially flipping everything on the Y axis. This has caused me a lot of pain with Ejecta already. The solution sounds trivial: just scale your drawing coordinates by -1, but this only gets you so far. If you need to get the pixel data of your image or draw one canvas into another, you suddenly have to invert everything again.
Lesson learned: Always google before you start working.
A few weeks ago, I completed my iOS App Instant Webcam and eagerly submitted it to Apple for review. They approved it about a week later and I was free to sell it in the AppStore. About 30 minutes later my App showed up when you searched for it. All ready to launch I thought.
Before publishing the accompanying blog post and tweeting about it, I tested the App one last time: I downloaded it directly from the AppStore on my iPhone and made sure it works. Which it did. Then, just to see what it looks like, I searched for the App on my iPad 1, which as you know doesn't have a camera. You shouldn't be able to download the App on a camera-less device at all. The AppStore should indicate this, but It didn't.
You could still download the App just fine on the iPad 1, despite the device having no camera to use it. When you start the App, it instantly crashes.
Of course this was my fault. I forgot to set the appropriate key for UIRequiredDeviceCapabilities in the App's Info.plist file - namely the video-camera key that tells the AppStore that this App indeed requires camera capabilities.
You can't test this at all before submitting your App for review. There's no "staging area" where you can see how your App will look like in the store. This bug only presents itself after release. You can't test for it beforehand. Apple's review process should probably have caught this bug, but didn't.
The UIRequiredDeviceCapabilities property only affects the presentation in the AppStore, yet it has to be set in the App directly. Which means in order to change this you have to recompile your App, submit it for review again and wait a week or two till it's approved. Not fun.
Worse still, you can't release an update for your App that requires features that your original version did not require. So this bug that only presents itself after release is essentially unfixable.
The official way to "mitigate" this, confirmed via iTunes connect support, is the following.
recompile your App with a new version number and name
submit this update to Apple for review
wait till the update is approved. This will free the original App name
delete your App from the store
add the desired device capabilities to your App's Info.plist
recompile your App with the old version number and original name
submit this as new App to Apple for review
enter all your metadata, descriptions and screenshots again
wait till your App is approved
publish your App
Suffice to say, you can still download Instant Webcam on your camera-less iPad or iPod and have it crash immediately.
When I built my Instant Webcam App, I was searching for solutions to stream live video from the iPhone's Camera to browsers. There were none.
When it comes to (live) streaming video with HTML5, the situation is pretty dire. HTML5 Video currently has no formalized support for streaming whatsoever. Safari supports the awkward HTTP Live Streaming and there's an upcomming Media Source Extension standard as well as MPEG-DASH. But all these solutions divide the video in shorter segments, each of which can be downloaded by the browser individually. This introduces a minimum lag of 5 seconds.
So here's a totally different solution that works in any modern browser: Firefox, Chrome, Safari, Mobile Safari, Chrome for Android and even Internet Explorer 10.
With the many "modern" games like Half-Life 2 and Doom 3 already modified to support the Oculus Rift, I decided to give one of my favorite classic games a shot: the original Quake.
Id Software long ago released the full Source Code of Quake under the GPL license. It has been ported to virtually every hardware platform in existence by the community and is still maintaned and kept up to date by several Open Source projects. One of them is the excellent Quakespasm - it aims to be faithful to the original with no changes to the gameplay but tons of smaller improvements and bugfixes. It's built on top of SDL, so it runs on Windows, OSX and Linux.
Quakespasm provided a nice and clean starting point to implement support for the Rift. It's evident that Quake's C source code has a radically different style than John Carmack's later games, with almost all data stored in global variables and tons of functions with no arguments. Still, the source is very straight forward and easily understandable. I had almost no problems implementing the Rift support, but in the end took quite a few shortcuts with some dirty hacks.
All in all, it works really well with the Rift. Quake feels even grittier and darker than it ever did before. The textures are pretty coarse and you can count the polygons on the enemies by hand, but it all comes together so nicely when you run through the corridors, completely immersed in the world with the original Nine Inch Nails soundtrack blasting through your headphones. For me personally, this ended up being one of the most enjoyable Rift experiences.
There are still various problems. Making the UI readable in Rift mode is a single dirty hack, some values for the eye offsets are elaborate guesses and in general this thing could have been implemented a lot cleaner. But as far as I can tell, everything works like it should. I only tried this on Windows; my guess is that it works on OSX as well, but I haven't changed the project files to incorporate the new code.
To enable Rift support, bring up the console (~ key) and type the following:
If your Rift is connected, this should be all that's needed to get started. On my system, turning on VSync was a good idea - updates are a bit slower, but less stuttery. There's no tearing without VSync, so I assume that SDL is doing something funky here behind the scenes.
An MPEG1 decoder sounded like a relatively simple and fun weekend project. While the real world use cases for this are of course a bit limited, I still learned a whole lot about video codecs in the process. The size of the source is just around 15kb gzipped and the performance is quite okay-ish - a 320x240 video easily plays with 30fps on the iPhone5.