— issue #124

Gamedev.js Weekly #124


A baseline for fast, accessible, responsive games on the Open Web
The first thing I built on a computer wasn’t all that different from the last thing I built.
Mat "Wilto" Marquis at Bocoup blog

Best methods to monetize your game
We will be going over various ways to earn money with both online and offline games.
Firenibbler's blog

The Slack generation
The boss of Slack has been wonderfully unlucky in certain ventures. In 2002 he and a band of colleagues created an online-video game called “Game Neverending”. It never took off, but the tools they used to design it turned into Flickr.
The Economist

5 tips on making great DLC from Dying Light: The Following devs
We wanted to give you tips and tricks about making the best DLC you possibly can.
Techland staff at Gamasutra

Please don’t learn to code
There’s an idea that’s been gaining ground in the tech community lately: Everyone should learn to code. But here’s the problem: Coding is not the new literacy.
Basel Farag at Tech Crunch

Dear hungry game maker, don’t do spec work
This morning, I got caught up in two different reddit threads about game devs doing free or spec work.
Collin Cummings at Medium

Live-action Tetris movie takes shape with $80 million in funding
Filming for live-action, sci-fi epic set to begin in China in 2017.
Kyle Orland at Ars Technica


HTML5 Dungeon Raid tile engine made with Phaser
It’s time to port some of my old match-three tutorials to HTML5 and Phaser. There's also the 2nd part of the tutorial already available.
Emanuele Feronato's blog

Match 3 Bejeweled HTML5 prototype made with Phaser
This is an old prototype of a complete match 3 engine I made with Phaser.
Emanuele Feronato's blog


Ccapture.js - a library to capture canvas-based animations at a fixed framerate

Phaser Arcade Circles Plugin adds circle-collision to Phaser framework


Army fight simulator

Phaser inverse kinematics demo


Wilds.io - browser based multiplayer hack'n'slash goes open beta

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