Retroships.com
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.
Working notes and small writeups.
Notes from building software, mostly the parts worth remembering by Jason Brown (Loktar).
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.
A quick progress update on my procedural canvas shmup: adding music and sound made a huge difference, and I finally dropped in a boss. I also list what I wanted next, like player upgrades and more consistent seeded visuals.
I am archiving Glow Roids, one of my first C# + OpenGL projects using Tao. It includes screenshots and a download, with a note that it can be finicky on different machines.