![]() What we weren't prepared for, however, was just how fast the HTML5 landscape was changing. ![]() There was a real buzz seeing other devs use them to help get their games released, and this was something that we wished to duplicate in HTML5. We had been great fans of Flixel and had enjoyed success both with our own games and with our Flixel Power Tools. Entering the space so early, and coming from Flash, we were instantly feeling the need to build tools that we were used to in AS3. We at Photon Storm dedicated ourselves to developing nothing but HTML5 games several years ago, back when there really wasn't a great deal of framework choice, and you could count the number of HTML5 game devs in single digits. So why should you even consider Phaser among the huge choice out there? I like to think that the reason is something to do with the legacy of the team involved in building it. ![]() It's fair to say that it feels as if a new HTML5 game framework is released every week, such is the proliferation of them.
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