Skip to main content

Pokki

Im' already a big fan of HTML5. I just love the power of canvas and the ability to be able to develop games for the web without the fuss of flash. This excitement reached the next level when i came across the pokki platform. The application just uses already available software packages like webkit, v8 javascript engine and are trying to do something like Chrome WebStore with offline apps only. The advantage though is better integration with the desktop environment. The fluid animation of the apps appearing and disappearing.. its' just beautiful. As soon as I discovered it i wanted to try making one of my html5 games available on it and thought "Closer" was the best option.. mostly because the other games weren't as good or fun to play. It was pretty easy to get the game running under pokki platform but making it polished enough for it to get published definitely wasn't. I have got the submission rejected twice so far.. nothing serious though and i think that helps in getting only the best applications on the platform. I just submitted the version with the requested changes.. and hopefully it will get through.. any way here is the app in action..
Ps: The encoding seems to have screwed up the colors a little but you get the idea.. pretty applications neat little framework...
Update: My Pokki has been approved and is available for download. Install pokki application and search through the new section. :D

Comments

Popular posts from this blog

Vehicle Physics (Godot 2D)

I've always been fascinated with the vehicle physics used in games. I played so many racing games / the hill climb games and every single time i would wonder wow that must be really hard to do. Thanks to the new generation of game development tools, developing physics based games has become almost a second nature to most people. I didn't want to be left out so i gave it a shot.. I tried setting up vehicle physics in GoDot Engine for a 2D vehicle. Here is what the vehicle scene looks like.. 2D vehicle setup in GoDot As you can see the body collision shape is not right but the rest of the stuff just works. The idea is simple think of what parts move along with the body vs what doesn't. I was kinda stuck setting up the pinJoint2D in GoDot, it actually clearly takes two nodes under the properties. This makes sure that the wheels are hinged to the DampingSpring2D. The Damping Spring2D takes two physics bodies(Body and the PinJoint2D) and makes it work like shock ab

Epic Games Store on Steam Deck

EGS ( Epic Games Store ) like it or hate it, has been giving away free games and if you like free games you would have picked up atleast a couple of them. So given that some of those games are Deck Verified / Playable, its fair to assume you would like to install the EGS on the Deck.  Installing EGS on Steam Deck Switch to Desktop Mode on your Steam Deck Download the EGS installer for windows from the Epic Store website: https://store.epicgames.com/en-US/download (using your web browser of choice)      Open Steam in the desktop mode and add the installer as a non-steam game                                In the browse window, switch from .desktop files to All files. Select EpicInstaller-xxx.msi and add it to steam library. Find EpicInstaller in your steam library and open its' properties by hitting the "Gear" icon on the right side of game details page. Set the proton compatibility to latest one. Now hit the play button and go through the install screens of EGS.  Once t

Flash animations in GoDot Engine

If you have not heard about GoDot game engine,.. you should check it out right away.. godotengine.org Last time, i wrote a blog post about my experience making a simple physics game to GoDot Engine. Though there are a bunch of free options announced during the GDC this year, i thought ill' contribute to the engine. The one piece that is most important for game dev is the pipeline for the engine. One of the most common tools used for 2D animations is Flash. I have been using a library called Super Animation for almost all the games we've made for android at TMG. It's  a  free tool which lets you convert swf files to .sam files. This file can then be loaded in Cocos2Dx using the Open source loader library  https://github.com/raymondlu/super-animation-samples I thought it would be a good idea to port this cpp library to GoDot so that i understand how to write custom modules for the engine. This is the video of the module in action. I have exposed