— issue #452

Grakkit, little planet, and Newton


Which time of year should you release your game?
In this increasingly crowded market, release timing for your PC or console game is increasingly ‘a thing’. We’ve been monitoring the Steam game ecosystem for 12 months+, we finally have data to talk cogently about it.
Simon Carless at Game Developer

Infinite games
I was hooked on the idea of creating games that run and evolve independently of their creator.
Ronan Sandford's blog

Indie dev mounts successful sting operation against scammy Steam curators
"Reviewers" seemed focused on getting free game keys for resale, not playing.
Kyle Orland at Ars Technica

Girls Who Code making women the future of warfare
Non-profit organization's partnership with defense contractor Raytheon raises questions about who it takes money from and where it draws the line.
Brendan Sinclair at GamesIndustryBiz


Port PhaserJS games to native Android / iOS apps using CapacitorJS
In this article I'll show you a method to transform your PhaserJS web games into native applications for Android and iOS.
Kirk M.'s blog

HTML5 prototype of Block It using Box2D in an Arcade way, powered by Phaser and written in TypeScript – turning walls on and off, introducing energy
After some time and various ways to manage the physics, we are ready to turn the HTML5 Block It prototype into something playable.
Emanuele Feronato's blog


js13kGames: Andersen's Expert Talk. How to Start Developing Games?
Expert Filip Dukat will tell us how to develop a game of 13kB and compete for valuable prizes! Sept 8, 18:00 (GMT+2, Krakow time). Live on instagram.com/andersen.global/


Grakkit, a modern JavaScript development environment for Minecraft


Little planet

Spinner and balls

Leash spiral


Coding a Street Fighter game, part 8: parallax scrolling and status HUD



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