— issue #655

Pixelfalls, the life of a singularity, and The Stars of Nelrand

Articles

What developers can learn from this generation of game criticism
Hour-long video essays analyzing game design are garnering millions of views. What can developers learn and utilize from the format?
Tim Brinkhof at Game Developer

Hackers quickly prove that Neo Geo Doom ports are not “impossible”
Clever coding and graphical compromises get a classic game on more classic hardware.
Kyle Orland at Ars Technica

RAMageddon is even ravaging retro gaming hardware makers: ‘this is vastly different to everything else we’ve ever seen’
The makers of Evercade are buying up every component they can way in advance.
Ethan Gach at Kotaku

Modding wizard creates Grand Theft Auto multiverse that lets players travel instantly between Rockstar's first three games: 'We got inter-GTA portals before GTA 6'
"The other game is actually running behind it, it's not a video or a captured window," says mod creator.
Rick Lane at PC Gamer

Tutorials

Build a HTML5 game like Geometry Dash using Phaser 4 and TypeScript, with a simple custom physics engine
In Geometry Dash, the cube spins through the air and always lands flush on a flat side. It looks like careful rigid-body physics. It isn’t, and the real trick is much simpler.
Emanuele Feronato's blog

Competitions

Last days to join Wavedash Summer Game Jam

Tools

Pixelfalls - modern retro game engine

Phaser 4.2 released

Demos

The life of a singularity

Dithering Perlin squares

Dweet of the week: psychedelic trippy

Games

The Stars of Nelrand

Connect Cars

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