So, my previously released game Nubbles was built using libGDX, written in Java. There were a lot of things I liked about using libGDX, and some things I didn’t. One of the things that always annoyed me was that I couldn’t use my Chromebook to work on games, I have other machines, but my Chromebook is the most portable. So I looked into HTML5 game engines, something I could write anywhere, deploy on mobile but test in a browser.
Some things worked well, some things were a pain.
Debugging wasn’t as bad as I thought it would be thanks to auto generated source maps and the Chrome debugger.
Using Grunt as a build tool meant I could just write code, save and then switch to a browser to see the results immediately.
The difficult part came when trying to get things working on Android…I started with CocoonJS, but having to upload a new file each time to be built in the cloud got annoying. I tried the command line version, but that just seemed to be using Cordova anyway. As I’m not really using any snazzy graphics I figured I may as well just use straight Cordova. Once I’d started down this route, things got easier, although I never did figure out a satisfactory way of integrating the Cordova parts into source control.
The final release of Square Next? used Cordova for iOS and Cocoon for Android.
Next time I’ll talk about moving away from Phaser….fickle, moi?