Wow, that's great. Have to try this out!
Wow beautiful environment. Very thorough and detailed. But I think there are a few images that are not showing up (error?). Is that just me? Interested in seeing those other pictures...
Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.
Impact runs on all HTML5 capable browsers: Firefox, Chrome, Safari, Opera and (behold) even Internet Explorer 9. Of course this also includes the iPhone, iPod Touch and iPad
Flexible Level Editor for Anything 2D
Impact comes with the versatile Weltmeister Level Editor that lets you create your game worlds with ease. Whether it’s for a side-scrolling Jump’n’Run or a top-down RPG – Weltmeister is up to the task.
All your entities (enemies, NPCs, triggers etc.) can be instantly used in Weltmeister and you can connect entities with each other to create logic chains: find button, open door.
Publish your Games into the AppStore with almost native performance
With the Ejecta Framework you can easily publish your HTML5 Games in the iPhone AppStore with perfect sound, Multitouch and almost native performance.
Your Impact games will be truly indistinguishable from those written in native Objective-C. Check Biolab Disaster and Drop in the AppStore and see for yourself.
Powerful Debug Tools
An easy to use Debug Menu helps you find performance bottlenecks and see what exactly is going on in your game at any time.
Get Started in Minutes
The documentation for Impact answers all your questions and more. A growing list of video tutorials and articles as well as a detailed Class Reference with lot’s of example code will help you develop your first HTML5 Game today!
Jesse Freeman’s Introducing HTML5 Game Development walks you through the whole process of creating a game with Impact. It covers everything from setting up your working environment to packaging your game for release.