— issue #655Pixelfalls, 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