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  • Mozilla shows off Epic Citadel web version ported with Unreal Engine 3 (video)

    by 
    Steve Dent
    Steve Dent
    05.03.2013

    Mozilla wants to quell any doubt that its Unreal Engine 3 Firefox port works well, so it's just released a demo browser version of Epic Citadel so you can see for yourself. The game was ported to Javascript using the technology, and will run in HTML5 on most browsers without any plugins -- though using the latest nightly build of Firefox is recommended. Epic says that the performance of such games "rivals native" with "stunning" visuals, and in a short test, we managed to get about 16fps on a reasonably equipped PC. Mozilla wants to recruit more developers to the new platform as part of its Emscripten project (see More Coverage link), but meanwhile you can grab the game at the source or see the video after the jump -- just don't count on wreaking any havoc, as the demo's strictly a scenic tour.

  • Big Fish Unlimited lets gamers resume play on mobile, PC and TV, stay distracted at all times (update: HTML5 explained)

    by 
    Jon Fingas
    Jon Fingas
    07.25.2012

    The perpetual crisis of casual gaming is that need for just one... more... turn. After all, those 29 levels of progress aren't coming with you to the office, are they? Big Fish Games wants to ease our consciences (or at least our egos) with Big Fish Unlimited. By using HTML5 to constantly save progress, the cloud service remembers exactly where a player was and ports it to the next device: it's possible to hop from a Android tablet, to a Roku box, to a Windows PC's browser without having to replay anything. The nature of the streaming games themselves won't give OnLive players second thoughts, but their lighter footprint won't demand as much from an internet connection, either. Most of the intended audience will appreciate the price -- the now active service costs $8 a month for access to more than 100 games from the full catalog, and free play is on tap for 20 of the games as long as you can endure periodic ads. Whether or not coworkers can endure another round of your hidden object games is another matter. Update: We've since talked to the company directly, and it turns out that the HTML5 is more for the cross-platform support; it's the server that tracks progress whenever you quit a given app.

  • Google's Native Client focuses on apps and games, brings Bastion to the browser (video)

    by 
    Sean Buckley
    Sean Buckley
    12.12.2011

    In case you missed it, Google's Native Client launched at the end of the summer, promising to ease cross-OS deployment by letting developers run x86 code natively in Chrome. Early adopters have had a few months to tinker with Google's new trick, and now the outfit is eager to show off their best work. Supergiant Games, for instance, has ported Bastion to the Native Client, opening up the Xbox Live hit to Mac, Linux and Chrome OS users. Google's Christian Stefansen says Native Client makes porting existing code bases written C, C++ or C# easy, citing Spacetime Studio's Star Legends -- an MMO with over half a million lines of code -- as an example of a large project that was ported in as little as two weeks. Google touts application middleware ports (such as Unity, Moai, Mono, fmod and more) and easy distribution to the Chrome Web Store as a major boon to developers, and encourages interested studios to check out its new Native Client site to help them get started. Interested? Hit up the links below, or simply skip past the break to hear Mr. Stefansen's spiel for yourself.