New Updates: KiwiJS v1.2.1, Particles v1.2.0

Announcing two new update releases in the KiwiJS family. KiwiJS v1.2.1 fixes some bugs, and WebGL Particles Plugin v1.2.0 updates the plugin to use KiwiJS 1.2.x standards.

KiwiJS v1.2.1 is available on Github. This is a patch release, resolving bug fixes and improving performance. It does not include new API functionality. Release notes include:

  • Animation could, under certain circumstances, freeze for a few seconds before playing. This was due to accidentally starting in 1970 and scrambling to catch up. This is no longer possible.
  • Clock.rate will now equal 0 if the clock is paused or stopped.
  • Correct documentation for TextField and Kiwi.HUD.Widget.MenuItem to show proper constructor information.
  • Non-looping animations now refer to the correct cells when played a second time.
  • State.create now fires after file loading is complete. Logs no longer overlap between loading and creating.
  • MasterClock now starts today, rather than 1970, avoiding anomalous results on first frame.

Update: The bugfix had a bug, which has been hotfixed. Downloads should now work properly.

WebGL Particles Plugin v1.2.0 is available on Github. This is a minor release, adding functionality. The main purpose of this release is to add compatibility with features in KiwiJS v1.2.x. Features include:

  • Upgrade to KiwiJS v1.2.0
  • Add setColor and getColor methods, allowing you to use Kiwi.Utils.Color style color values.
  • Add clock property to drive particle animation based on in-game rather than game-independent time
  • Config parser is stricter with numbers expressed as strings. It can find and correct most of these errors. This is not an issue in many browsers, but it has caused problems in CocoonJS.

We hope these releases are useful. Let us know how they work out!

Grit your teeth – Damage Pipeline Plugin incoming

Tired of taking the same 10 damage? Want to introduce elemental weakness and resistance? How about stun damage, or energy shields, or a super meter that builds as you take hits? The new Damage Pipeline Plugin has you covered.

Connect nodes and meters, then dispatch packs into the pipeline. This plugin makes it easy to design and modify modular damage systems as you go. Create a fully functional health and armor system in less than 20 lines of code.

In this example, everything is controlled by a damage pipeline. The animation of the health bar, the text alerts, the changing status message… it’s all done by the pipeline. (With a little help from the Primitives Plugin, of course.) Note how we remain unscathed if our armor absorbs the physical blow, thanks to the ability to stack “sub Packs” representing dependent damage types.

To get started with the Damage Pipeline Plugin, check out our easy introductory tutorial.

Then download the Damage Pipeline Plugin from Github. We hope you make something amazing!

March of the Plugins

Today we’re rolling out a veritable cavalcade of fixes and updates for out plugin ecosystem. This covers the WebGL Particles, Primitives, Particle Pack 1, and Particle Pack 2 plugins.

The WebGL Particles Plugin updates to v1.1.2. This release fixes a long-standing bug which caused particles to be offset. They now appear in the correct location. v1.1.2 also fixes a bug where you couldn’t change certain properties if the particle object was the only object in a scene. You are unlikely to have a game with a solo particle object, but you are very likely to have a development project in this state, so this was an important fix.

The Primitives Plugin updates to v1.0.1. This release enables input on primitives; you may now click on them (as defined by the bounding box). v1.0.1 also fixes a bug whereby certain properties when set to 0 would not be correctly interpreted.

Particle Pack 1 and Particle Pack 2 have been updated to v1.0.2 and v1.0.3 respectively. This release updates the packs to WebGL Particles Plugin v1.1.2, which correctly offsets particles.

There are plenty of exciting releases just around the corner. For example, the long-awaited particle effect editor is nearly ready. More on this as it develops!

HTML5 Gamepad plugin!

Hey guys! If you’ve ever wanted to use your Gamepad in your html5 games you do not have to wait any longer!

The HTML5 Gamepad-Plugin for Kiwijs does just that. It allows you to easily connect up to 4 Gamepads to one html5 game.

Now you will finally be able to make those games you always dreamed of. So go ahead and grab a copy of the plugin from our repository and get coding!


Gamepad-plugin for Kiwijs

Rigid Body Physics System

Physics! A fantastic and awfully complex feature which a lot of games use. And it’s just been made easier in Kiwi.

Today we are happy to announce the ChipmunkPhysics Plugin for KiwiJS. This latest plugin brings the processes of Chipmunk and Kiwi together, allowing you to create games which use the Chipmunk2D rigid body physics library.

Thanks to the fabulous people of Chipmunk2D and those who made a JavaScript port of it. Without them this plugin would not be possible.

Break-apart Kiwi: Example

  • Toggle the debug overlay with the button in the top left corner.
  • Click and drag a shape to move it.
  • Click on empty space in the center of the game to apply gravity.

You can obtain a copy of the plugin from Github. Further information can be found in the tutorial section.

We plan to add more features to this plugin in the future, such as Tilemap support, the possibilities of defining shapes in the Texture Atlas, and more as we think of them. So get in contact if you come up with a idea or would like to help out!

Let us know what you think!

WebGL Particle Plugin updated to 1.1.1

Announcing version 1.1.1 of the WebGL Particle Plugin, your passport to super fast particle effects. This version brings several important bugfixes, including better WebGL stability and full CocoonJS compatibility. We’ve also tightened up the performance under the hood.

Get the new plugin now from Github.

While you’re at it, check out our awesome cartoon particle pack and muzzle flash particle pack, available for purchase now. We’ll have them updated to the latest technology in the next 24 hours.

SocialConnect – Latest Kiwi Plugin

Hey Guys! If you are like so many others out there and love Social Media then this latest plugin may just be up your alley!

SocialConnect is a plugin currently under development which is designed to help integrating social media into games easier. Currently this plugin only contains support for Facebook, but we have designed the plugin so that others can be developed and added in the future.

So if you are up for the challenge and want to help add more social media SDKs to this plugin, then grab yourself a copy of this plugin from github and start coding!


You can find the plugin on github.

Documentation and tutorials for this plugin can be found here.

Artificial Intelligence Tree Plugin Renders Humanity Obsolete

Announcing the launch of the new AI Tree plugin for KiwiJS. This plugin allows you to create powerful, easy-to-understand behaviour trees to drive intelligent behaviours on your game entities.

Behaviour trees are great for quickly developing sophisticated behaviours. Here are a couple of examples.

In the first example, patrolling guards react to their environment and remember their patrol even when interrupted.

In the second example, flying entities seek companionship, food, and personal space in a simulation using more than 15,000 AI nodes.

And as a bonus, we’re pretty sure the plugin won’t attempt to take over the world. We know you keep your stuff there.

You can obtain the plugin from its Github repository. And don’t forget to check out the Plugins page for more industrial-strength game solutions!

Primitives Plugin touches down

Announcing the newest addition to the KiwiJS family of plugins: Primitives. These clever little things represent pure geometry. Draw rectangles, triangles, ellipses, stars and lines – and more! Thanks to robust under-the-hood systems, you can define any polygon you want. Primitives support fill and stroke in any color.

Primitives are very handy for game objects like health bars, speech bubbles, impact flares, grids etc. You can also use them as proxies for assets before they become available. We think you’ll find that primitives speed up your development time.

Here’s a scene made entirely out of primitives. On the left you can see some basic shapes. On the right, we’ve created… something… we’re not sure what it wants, but we are certain it’s all primitives.

You can obtain the plugin from Github at Please let us know what you think!

Introducting the Fullscreen Plugin

Hey Folks! Today we are introducing the latest plugin to Kiwi, the Fullscreen Plugin! This plugin uses the HTML 5 Fullscreen API to make your games use as much screen real estate as possible. That is pretty neat. So get started!

You can find the Fullscreen plugins repository here.

Information about how you can use the plugin can be found here..