Kiwi.JS

Software Screenshot:
Kiwi.JS
Software Details:
Version: 1.4.0 updated
Upload Date: 10 Feb 16
Distribution Type: Freeware
Downloads: 61

Rating: 4.0/5 (Total Votes: 1)

Kiwi.JS is one of the best alternatives to moving away from Flash game development right now.

This small JavaScript framework embraces the new HTML 5 standard and grants developers access to a wide range of features and tools that simplify the process of building browser-based games.

These games can be played on both desktop and mobile platforms, with top-notch support included for the two main mobile competitors, iOS and Android.

Built from the beginning to use hardware accelerated WebGL rendering, Kiwi.JS games are very responsive  and should also work with all modern browsers, while HTML5 canvas is used on older browser versions.

There's also support for touch gestures, and even for multi-touch events, making the games easy to control and interact with.

On the developer's side, features like assets management, game state management, and an advanced components system should help developers build complex games and even plug in their own extensions to the Kiwi core.

What is new in this release:

  • Bug Fixes:
  • Animation now correctly plays non-looping animations.
  • Animation.onPlay, .onStop, .onupdate, .onLoop, and .onComplete now correctly documented in API.
  • Geom.Intersect.circleToRectangle() and Geom.Intersect.lineToRawSegment() now work correctly in all cases.
  • Geom.Intersect.lineSegmentToRectangle() is now named correctly in API docs.
  • Geom.Line.perp() can now deal with points at (0,0) and other edge cases.
  • Added method Geom.Intersect.lineSegmentToRawSegment() to allow lineSegmentToRectangle() to function correctly.
  • Animation now correctly plays 1 frame animations and dispatches signals appropriately.
  • Utils.GameMath.nearestAngleBetween() now returns normalized angles so results are truly nearest.

What is new in version 1.3.0:

  • Bug Fixes:
  • Animation now correctly plays non-looping animations.
  • Animation.onPlay, .onStop, .onupdate, .onLoop, and .onComplete now correctly documented in API.
  • Geom.Intersect.circleToRectangle() and Geom.Intersect.lineToRawSegment() now work correctly in all cases.
  • Geom.Intersect.lineSegmentToRectangle() is now named correctly in API docs.
  • Geom.Line.perp() can now deal with points at (0,0) and other edge cases.
  • Added method Geom.Intersect.lineSegmentToRawSegment() to allow lineSegmentToRectangle() to function correctly.
  • Animation now correctly plays 1 frame animations and dispatches signals appropriately.
  • Utils.GameMath.nearestAngleBetween() now returns normalized angles so results are truly nearest.

What is new in version 1.2.0:

  • Pro architecture tools out the wazoo
  • All Component objects on a Group or Entity will automatically update when the State updates. This permits a full Entity Component System.
  • imer Helpers implemented. You can now call Clock.setInterval and Clock.setTimeout, rather than mess around with three or more calls to get the same effect. These helpers run on game clocks, and will respect clock manipulation and pausing.
  • Kiwi.Log added. This replaces and upgrades console.log functionality, with recording, tagging, and selective muting. It's a big step up for debug!
  • Kiwi.Utils.Color object can record and output color values in a very wide range of formats, including RGB, RGBA, HSL, HSV, CSS color functions, and normalized or integer values.
  • Animation has a Signal called onComplete which fires after finishing.
  • TextField now has a hitbox.
  • Game domParent parameter can now use CSS selectors.
  • Kiwi.Utils.Common.between( x, a, b ) method added. It's much faster to check if something is between two numbers now.
  • Input.Pointers now has pressed and released getters, allowing you to see if a mouse or finger was pressed or released in the last frame only.
  • Camera.transformPointToScreen added, allowing you to translate world points to screen coordinates. This is the opposite of Camera.transformPoint.

What is new in version 1.1.1:

  • Mouse events (down, up, scrollwheel and move) now prevent the default action from escaping to the rest of the page.
  • For CocoonJS the default stage colour is now ‘#000000'. Even if your game doesn't fill the entire screen, the WebGL renderer will use this colour to fill all parts outside of the game area.
  • Blend modes now work correctly in CocoonJS when deviceTarget: Kiwi.TARGET_COCOON is set, fixing a number of bugs. This allows CocoonJS deployment to a wider range of devices with more reliable quality.
  • Methods on a number of Geometric Objects (such as the angleTo method on Point) have been fixed.

Requirements:

  • JavaScript enabled on client side
  • HTML 5 enabled browser

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