Why was the title changed? The interesting part here is that it has been open sourced and made free. Now it sounds like it's a new engine or active project.
I agree that there should be some indication made by the software that a title (or URL) has been changed, possibly a second timestamp or asterisk, but if there is such a log, I doubt it would be public.
Sorry, how do you open source an HTML and Javascript project? Isn't the source already open by nature of it being interpreted at runtime? Is it just the licence that has changed?
Unlicensed Javascript/HTML projects are not open source. Just because you can see the code, doesn't mean you have any implicit legal permission to use the code for your own projects.
Wow, this is fantastic! I feel like Impact never got the attention it deserved: at the time of release it was miles above the rest of the 2D pack, and the author was brave/crazy enough to charge money for it (which obviously hindered greater uptake, compared to Phaser - but it showed he was serious about it as a real product). The editor it came with was fantastic - and there still isn't a lot of movement in this area for other game libraries (I think Phaser has a third-party paid effort that is shaping up)
Then he released Ejecta as open source, which was a real game game-changer for me: 60FPS canvas games running on my old iPHone 3G - it was FANTASTIC!
I would have given up on tinkering with HTML5 games along time ago if it wasn't for Dominic, so, if you happen to read this, thank you for all your effort!
My procedurally generated huge-universe MMO uses Go on the back end but ImpactJS on the front end. < https://www.emergencevector.com > I was meaning to port the game to PixiJS to be able to open source the front end, but now I don't have to!
(Even better, now that I know Ejecta is also open source, I can have OpenGL and iOS distribution!)
It's got retro feel, and shows the power of the engine for making scrolling games. Really neat project and I was surprised that it's 8 years old already.
That was nice a for a minutes. It's funny how the web, free software allow for so many games these days that are free that I think we can take it for granted. When I was a kid, getting _any_ game at all was amazing.
Kids these days are overwhelmed with free stuff, it's likely the reason an engine like this has a hard time making money.
I built a game with Impact a number of years ago and it worked very well. It also comes with this really simple but powerful tile editor https://github.com/phoboslab/Impact/blob/master/weltmeister..... Regardless, it was a great way to learn 2d game development and got me to actually pay for a software library!
I was a big fan of Impact back in the day. It's a great general purpose 2d engine, but it's especially great for platformers. I collected all my Impact plugins here: https://github.com/city41/ImpactPlugins
There used to be a great impact plugin site, pointofimpact I think it was called. Unfortunately, it's all gone now, along with most of the plugins on it...
It's worth noting that crosscode's version of the engine is HEAVILY rewritten - it's not really a good representation of the base engine's capabilities.
The CrossCode devs seem very active on their Discord and company blog. (Last blog posted 3 days ago) [1]
If you want a peek behind the scenes of the gamedev check out their YouTube channel [2] to see an archive of their weekly programming stream from Twitch.
Does anyone know how this compares to Construct 2 & 3? I've only used Construct for simple 2D HTML5 game development, and haven't really heard of any other HTML5 game engines.
Ejecta is actually pretty cool. It maps all the ImpactJS render calls to native OpenGL draws plus other stuff like that.
> JavaScript code is executed directly by a JavaScript VM (JavaScriptCore), the HTML5 Canvas 2D and WebGL API is implemented in native code with OpenGL, Audio is implemented with OpenAL. Several other APIs (touch, accelerometer, localStorage, gamepad) behave like those in a real browser.
So I solves a lot of pain points and the only problem you are left with is dealing with JavaScript? It's quite neat, but why not simply use a better language and an engine? E.g. Unity3d, MonoGame, Godot?
If you're targeting the web, then you're compiling to Javascript anyways, so the indirection + engine complexity isn't always worth it. Unity tends to pay off as you take on more platform targets and/or implementation complexity (like graphics), for example.
It's kinda like using https://github.com/schteppe/p2.js for physics instead of Box2D: if p2 gets the job done, then you get the advantage of working with a much simpler code base than Box2D which is just about impenetrable as an emscripten port.
Though so is Impact (well, unmaintained) and its plugin ecosystem (the website died and the plugins it hosted are lost), so it's more or less something you have to be comfortable with if you choose to use Impact in 2018.
Excited to see it open source now, of course. Great opportunity for a community to slowly redevelop and rebuild what once was.
I used Impact as recently as two years ago despite these issues and was able to make a networked game. The code is easy to work with and understand. And I used one of the Node wrappers to get the editor working without PHP.
Smaller in scope thus simpler. Unmaintained. Far easier to borrow pieces from as needed.
For example I implemented networking on top of my Impact game with relative ease (networked games are never easy) while layering it on top of my Phaser gamer would've taken longer and with more uncertainty because Phaser is far more opinionated and larger in scope.
I imagine Impact is from a time when javascript wasn't as performant and far from as portable as today. Is it still relevant given the canvas and sound improvements in a modern browser? What would be the major use cases for something like Impact versus starting from scratch?
Well, do you think it's worthwhile to implement your own collision map system, vector math, tile editor, etc. every time you start a new game?
It sure is tempting, but not necessarily healthy to the odds that you will ship a game. Though it's also not obvious how much a game engine will help you (like if you'll run into issues with your specific mechanics) until you credentialize in it, so it's always a bit of a crap shoot because games are so open-ended.
For example, I once migrated away from PhaserJS because I couldn't figure out how to add networking and server-side simulation without having more of the physics code in my git diffs.
I absolutely loved playing Xibalba, and was actually thinking about it a few days ago. One of the few HTML shooters that was performant on my mobile device -- actually played through the whole game on mobile. Awesome to see the engine open sourced.
I used this years ago - however ended up with construct 2.
I've also contributed to the open source scratch 2 apk (runs in a browser) using webRTC for the cloud vars. It's the only scratch emulator with lists support too.
I created some games for client in this; I liked it quite a bit. Interesting to see if someone picks it up. We encountered only small issues with it which did not really hamper development at the time.
http://impactjs.com/blog/2018/05/impact-is-now-free-open-sou...