My sons first game Dark Slayer
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.
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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 working on a canvas shoot 'em up where the graphics and the level are generated from a seed. Use the same seed as someone else and you get the same run, with a link to the WIP build.
I made a one-day Ludum Dare jam game in JS and canvas, heavily inspired by World Infectonator. You get one chance to convert someone and hope the chain reaction carries the level, with a direct link to play it.
Messing around with realtime 2D raycasting to fake lighting in canvas. This post links my JS version and a fiddle, plus notes on tracking the closest hit per ray and ideas like using the same approach for an AI vision cone.