August 17, 2011
Tengu Gamelib is now on Github.
https://github.com/DaVince/Tengu-GameLib
There is also a new release.
Gamelib (v0.4) (2011-08-15)
Change log:
- The canvas is now created inside the script itself (canvas resolution can be passed to Gamelib.init()).
- Moved all functions and variables into the Gamelib “namespace” (just an object holding it all).
- Renamed Main() to Gamelib.init().
- Added Gamelib.State.onstart() which runs only once: when starting the state.
- A state’s update method is no longer mandatory (but not recommended).
- Added testing/template page.
- Moved debug panel to a (hopefully) more convenient spot.
April 24, 2011
This is the engine I’ve been using and working on to create the game World Of Creation. It’s a homebrewn little solution, probably not 100% efficient, but it works, and it easily lets you manage and switch between game states (as well as providing a few features to quickly make a game). It is licensed under the new BSD license.
GameLib (v0.3) (2011-04-24)
Documentation is included, see the readme.
Demos
In-progress game using the engine
Older engine test (using v0.1)
Well, that was considerably easier than I thought it would be. The game can now handle both keyboard and mouse inputs in a snap. Time to get cracking on the map engine!
April 9, 2011
Got a basic HTML5 game engine going, aww yeah. I can make game states and do anything I like in it, except handling input. Once I got that going, I can really start making progress on this game!
April 8, 2011
This is a joke game based on some online macro picture showing a tennis player and an old adventure game-style prompt asking the tennis player what to do. I just found it on our server again so I thought, “why the hell not release this again”. So here it is.
http://tengudev.com/games/tennis-adventure.zip
Text-based, works on Windows and Linux. Incredibly stupid. Consider this a late April Fool’s joke or something.
March 30, 2011
We got a kickass new game idea going. It’s going to be online, in the browser, and it’s going to be collaborative. We think this is going to work…
January 25, 2011
Our next game is going to be using HTML and Canvas, so I was just messing around with it to get used to the whole idea.
http://davince.tengudev.com/code/HTML5-game/
The game engine itself is rather minimal (just a state manager and resource loader/reporter) but it seems like I can just make my game from here. So I’ll be experimenting more with HTML5′s new features on that test page until it maybe actually becomes a game.
Should work in at least Chrome and Firefox, will test on Opera later. IE won’t work, dummy (except maybe IE9 but I can’t test that).
Oh, and I should do something about the design here. Pretty amateuristic if you ask me. It was always meant to be temporary anyway.
October 27, 2010
In light of my new school, current job and me playing lots of games taking away most of my spare time, Chris and I have decided to take on something smaller.
Our plans? Make some sort of game using Dragon Quest-like battle systems, while still putting down a solid little adventure for you to enjoy.
More news soon (fo’ reals, yo.)
EDIT: scratch this. We just got a kickass game idea that we’re a lot more confident in…
August 10, 2010
The previous announced project (which, by the way, was later on planned to be an RPG type thins instead) is put on hold in favor of our big pet project, Moon blade. You can only work on so much with a limited amount of spare time, so we decided to do that instead!
Speaking of Moon blade, here’s a picture of Chris’s latest work on the graphics. It should also tell you a bit about the mapping style:

May 14, 2010
Edit: the project has changed and is now going to be an RPG with realtime on-map action instead. However, it is also put on hold in favor of Moon Blade.
We’ve started a new game project featuring a Tengu (a mythological Japanese creature) travelling through a very atmospheric world. He will have many companions he can call out to help him on his way. The game will be very puzzle-centric, and level editing will be a big part of the game’s features.
Here’s the first concept art (in sprite form). Almost nothing but the above information is set in stone.
