Postmortem: experiences with the Akihabara engine

Here’s a well known method to not achieve much of a tangible result for LD48; try to learn a new tool from scratch during the compo. In my first hour of coding I decided, what the hell, let’s learn how to use the Akihabara HTML5 game engine … Actionscript, Javascript, all the same to me ….

Akihabara appears to have no official documentation at this stage, hence I spent about 4 hours trying to learn how to use it properly by following the examples and comments in the demo games (namely a Pacman clone ‘Capman’, a shump ‘Solitude’ and a simple Zelda-esque RPG demo). Only when I was about to quit and fall back to using Flixel instead, did I think to search for a tutorial .. and found this excellent one (which doesn’t appear to be linked from the main Akihabara site. Hmrph. I’d also bookmarked it 3 months ago and forgotten. Double Hmrph).

Examples like swellmades ‘Attract‘ make me wonder if I should have bothered trying to use an HTML5 game engine at all.

Tags: post-mortem, postmortem