March 27, 2012
Edit: there is now an official website for Sir Boingers.
Yeah, I’m actually properly working on a game for once. Imagine!
HTML5 is a bit tricky to work with, so I wanted to go back to a game engine that was actually simple for me for once. So I decided to go and enhance that old game of ours, Sir Boingers. It’s looking pretty swell so far. This is going to be so much better than the previous release!
Screenshots can be found here (regularly updated as I work on the game):
https://plus.google.com/photos/104685542770302539616/albums/5724558007974856929

A pre-release can be found here (this one is also periodically updated):
http://dl.dropbox.com/u/26026874/boingers2.zip
Feel entirely free to leave feedback. I really appreciate feedback, especially at this stage, where I can still add a lot to the game.
August 17, 2011
Tengu Gamelib is now on Github.
https://github.com/DaVince/Tengu-GameLib
There is also a new release.
Gamelib (v0.4) (2011-08-15)
Change log:
- The canvas is now created inside the script itself (canvas resolution can be passed to Gamelib.init()).
- Moved all functions and variables into the Gamelib “namespace” (just an object holding it all).
- Renamed Main() to Gamelib.init().
- Added Gamelib.State.onstart() which runs only once: when starting the state.
- A state’s update method is no longer mandatory (but not recommended).
- Added testing/template page.
- Moved debug panel to a (hopefully) more convenient spot.
April 24, 2011
This is the engine I’ve been using and working on to create the game World Of Creation. It’s a homebrewn little solution, probably not 100% efficient, but it works, and it easily lets you manage and switch between game states (as well as providing a few features to quickly make a game). It is licensed under the new BSD license.
GameLib (v0.3) (2011-04-24)
Documentation is included, see the readme.
Demos
In-progress game using the engine
Older engine test (using v0.1)
Well, that was considerably easier than I thought it would be. The game can now handle both keyboard and mouse inputs in a snap. Time to get cracking on the map engine!
April 9, 2011
Got a basic HTML5 game engine going, aww yeah. I can make game states and do anything I like in it, except handling input. Once I got that going, I can really start making progress on this game!
April 8, 2011
This is a joke game based on some online macro picture showing a tennis player and an old adventure game-style prompt asking the tennis player what to do. I just found it on our server again so I thought, “why the hell not release this again”. So here it is.
http://tengudev.com/games/tennis-adventure.zip
Text-based, works on Windows and Linux. Incredibly stupid. Consider this a late April Fool’s joke or something.
March 30, 2011
We got a kickass new game idea going. It’s going to be online, in the browser, and it’s going to be collaborative. We think this is going to work…
January 25, 2011
Our next game is going to be using HTML and Canvas, so I was just messing around with it to get used to the whole idea.
http://davince.tengudev.com/code/HTML5-game/
The game engine itself is rather minimal (just a state manager and resource loader/reporter) but it seems like I can just make my game from here. So I’ll be experimenting more with HTML5′s new features on that test page until it maybe actually becomes a game.
Should work in at least Chrome and Firefox, will test on Opera later. IE won’t work, dummy (except maybe IE9 but I can’t test that).
Oh, and I should do something about the design here. Pretty amateuristic if you ask me. It was always meant to be temporary anyway.
October 27, 2010
In light of my new school, current job and me playing lots of games taking away most of my spare time, Chris and I have decided to take on something smaller.
Our plans? Make some sort of game using Dragon Quest-like battle systems, while still putting down a solid little adventure for you to enjoy.
More news soon (fo’ reals, yo.)
EDIT: scratch this. We just got a kickass game idea that we’re a lot more confident in…
August 10, 2010
The previous announced project (which, by the way, was later on planned to be an RPG type thins instead) is put on hold in favor of our big pet project, Moon blade. You can only work on so much with a limited amount of spare time, so we decided to do that instead!
Speaking of Moon blade, here’s a picture of Chris’s latest work on the graphics. It should also tell you a bit about the mapping style:
