<commit_before>HappyFunTimes
=============

[![Build Status](https://travis-ci.org/greggman/HappyFunTimes.svg?branch=master)](https://travis-ci.org/greggman/HappyFunTimes)

# Want to play?

*   [Install HappyFunTimes](http://docs.happyfuntimes.net/install.html)

# Make games with Unity?

*   [Getting Started with Unity](http://docs.happyfuntimes.net/docs/unity/getting-started.html)

# Make games with HTML5?

*   [Get started with a single line script](http://greggman.github.io/hft-gamepad-api)
*   [Make custom controllers](makking-games.md)

# Docs

*   [Docs](http://docs.happyfuntimes.net/docs)

# Other

*   [Home Page](http://docs.happyfuntimes.net/)
*   [Changelist](docs/changelist.md)
*   [License](LICENSE.md)

# Support

*   [Developer Mailing List](https://groups.google.com/d/forum/hft-dev)
*   [Blog](http://blog.happyfuntimes.net)
*   [Facebook Group](https://www.facebook.com/groups/timesfunhappy/)

<img id="test" src="images/scene-00-jumpjump.jpg" width="782" height="441" />

[HappyFunTimes](http://greggman.github.io/HappyFunTimes/) is a system for playing party games that are meant to be
played with a bunch of people in the same room and 1 ideally large display.

<img id="test" src="images/scene-04-boomboom.jpg" width="782" height="441" />

People participate in the game using their smartphone by going to a webpage
provided by the game. The webpage lets them use their phone as a controller.
This lets you make games that support more than the typical 4 players.

<img id="test" src="images/scene-01-powpow.jpg" width="782" height="441" />

I suppose theoretically there's no limit to the number of players.

<img id="test" src="images/400-player-bombbomb.jpg" width="782" height="441" />

It also lets you make games with unique controllers.

<img id="test" src="images/scene-02-jamjam.jpg" width="782" height="441" />

There's a Unity3D library if you'd like to make the game in Unity3D.

<img id="test" src="images/scene-03-unity.jpg" width="782" height="441" />

*   The smartphones end up just being smart controllers.

    As there is just one machine running the *real* game this means
    they are relatively easy to create. No crazy networking, state syncing,
    or dead reckoning required.

*   JavaScript libraries for the browser and Unity3D libraries are provided

    This makes it easy to bang out a game. Use any JavaScript framework or Unity3D.

*   For controllers the sky is the limit.

    *   Have a one button game. The user touches their screen.

    *   Make virtual DPads

    *   Make virutal paddle controllers (think Pong)

    *   Have users choose answers to question like Jeopardy

    *   Access the camera, send selfies to the game.

    *   Emit sound effects from the phone

    *   Use the device orientation API and rotate something in game to match
<commit_msg>make readme links work other places<commit_after>HappyFunTimes
=============

[![Build Status](https://travis-ci.org/greggman/HappyFunTimes.svg?branch=master)](https://travis-ci.org/greggman/HappyFunTimes)

# Want to play?

*   [Install HappyFunTimes](http://docs.happyfuntimes.net/install.html)

# Make games with Unity?

*   [Getting Started with Unity](http://docs.happyfuntimes.net/docs/unity/getting-started.html)

# Make games with HTML5?

*   [Get started with a single line script](http://greggman.github.io/hft-gamepad-api)
*   [Make custom controllers](makking-games.md)

# Docs

*   [Docs](http://docs.happyfuntimes.net/docs)

# Other

*   [Home Page](http://docs.happyfuntimes.net/)
*   [Changelist](docs/changelist.md)
*   [License](LICENSE.md)

# Support

*   [Developer Mailing List](https://groups.google.com/d/forum/hft-dev)
*   [Blog](http://blog.happyfuntimes.net)
*   [Facebook Group](https://www.facebook.com/groups/timesfunhappy/)

<img id="test" src="http://docs.happyfuntimes.net/images/scene-00-jumpjump.jpg" width="782" height="441" />

[HappyFunTimes](http://greggman.github.io/HappyFunTimes/) is a system for playing party games that are meant to be
played with a bunch of people in the same room and 1 ideally large display.

<img id="test" src="http://docs.happyfuntimes.net/images/scene-04-boomboom.jpg" width="782" height="441" />

People participate in the game using their smartphone by going to a webpage
provided by the game. The webpage lets them use their phone as a controller.
This lets you make games that support more than the typical 4 players.

<img id="test" src="http://docs.happyfuntimes.net/images/scene-01-powpow.jpg" width="782" height="441" />

I suppose theoretically there's no limit to the number of players.

<img id="test" src="http://docs.happyfuntimes.net/images/400-player-bombbomb.jpg" width="782" height="441" />

It also lets you make games with unique controllers.

<img id="test" src="http://docs.happyfuntimes.net/images/scene-02-jamjam.jpg" width="782" height="441" />

There's a Unity3D library if you'd like to make the game in Unity3D.

<img id="test" src="http://docs.happyfuntimes.net/images/scene-03-unity.jpg" width="782" height="441" />

*   The smartphones end up just being smart controllers.

    As there is just one machine running the *real* game this means
    they are relatively easy to create. No crazy networking, state syncing,
    or dead reckoning required.

*   JavaScript libraries for the browser and Unity3D libraries are provided

    This makes it easy to bang out a game. Use any JavaScript framework or Unity3D.

*   For controllers the sky is the limit.

    *   Have a one button game. The user touches their screen.

    *   Make virtual DPads

    *   Make virutal paddle controllers (think Pong)

    *   Have users choose answers to question like Jeopardy

    *   Access the camera, send selfies to the game.

    *   Emit sound effects from the phone

    *   Use the device orientation API and rotate something in game to match

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