Rainbow bright bookmarklet
A bookmarklet that cycles colors across every element on the page. Drag it to your bookmarks, click it on any site, and enjoy the chaos...
Working notes and small writeups.
Notes from building software, mostly the parts worth remembering by Jason Brown (Loktar).
A bookmarklet that cycles colors across every element on the page. Drag it to your bookmarks, click it on any site, and enjoy the chaos...
Snowfall 1.6 adds image-based flakes and a pure JavaScript API alongside the jQuery version. This post shows how to start it, clear it, and the options you can tweak.
A weekend project where I generate 2D retro ships with node-canvas and serve them from Nodejitsu. I also cover a few ideas I wanted next, like seeds, ship styles, and a simple generate URL.
Two wave sims I put together after going down a water-effects rabbit hole: one in JavaScript + canvas, and one that does it with just HTML/CSS. Both have embedded demos (and CodePen links) and were picked / featured on codepen.
My sons Jacob and Gavin build their first canvas game, Dark Slayer, after following a Lost Decade Games tutorial. They added enemies that shoot, player health, and an ending, and created the art.
I recreated the metaballs effect in JavaScript canvas using radial gradients and an alpha threshold. This post walks through the approach, includes the gists, and links a demo and JSFiddle to play with.
I wrapped an HTML5 canvas game into a self-contained executable using Qt WebKit and embedded resources so the assets are not exposed. This is the quick write-up of the approach and what I wanted to test next (dependencies and performance).
I cleaned up my home-grown canvas game framework and posted it on GitHub as JEST. It is a compact base I use for demos and small games, and the post links the repo plus an early demo.
I implemented a recursive flood fill for a Rampart-ish canvas prototype and broke down how it works. Includes the core function, how I call it on a 2D array, and a JSFiddle to try it (plus a quick note on stack limits for large maps).
Progress on a basic canvas particle engine tied into my game framework. I share a screenshot, a demo link, and my plan to build a small editor so I can tune effects visually.