— issue #87

Gamedev.js Weekly #87


Interview to Richard Davey, creator of Phaser
Today we are interviewing Richard Davey, creator of Phaser – one of the best HTML5 game engines out there.

Four lessons that 30+ years of software development has taught me about building games
Throughout those years, I’ve learned some valuable lessons, many of which are surprisingly relevant to game development.
Bjørn Furuknap at Gamasutra

Adding the DaisywheelJS onscreen-keyboard to HTML5 Gamepad projects
DaisywheelJS is a port to Javascript and CSS, allowing use in any web project, from a simple site, to a full-scale multiplayer game.
Chris Dolphin at CrypticIO

Mobile games can sink without trace for want of marketing know-how
For Hernan Lopez of Epic Llama, selling a game on mobile was like throwing a stone into a lake — it sank without trace.
Scott Johnston at Spil Games

Procedural dungeon generation algorithm
This post explains a technique for generating randomized dungeons that was first described by TinyKeepDev.
A Adonaac at Gamasutra

Ad-Venture in HTML5 – part 1
In this series I discuss about my experiments growing a revenue stream with advertising for self-published HTML5 games.
Frederic Rezeau at Okijin Games

Mini postmortem on a Steam Early Access launch
Let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches.
Jamie Fristrom at Gamasutra

Backdooring your JavaScript using minifier bugs
It’s quite common to minify and optimize JS to reduce file size and improve performance. Perhaps that gives us enough room to insert a backdoor by abusing a JS minifier.
Yan at Discrete Blogarithm


Platformer tutorial with Phaser and Tiled
We will build a simple platformer game using Phaser and Tiled. While the map will be created using Tiled, we will use Phaser to read this map and load all the objects into the level.
Renan Oliveira at GameDev Academy

Learn how Phaser manages draggable objects by making the HTML5 engine behind Rush Hour game
The goal of the game is to get the red car out of a six-by-six grid full of automobiles by moving the other vehicles out of its way.
Emanuele Feronato's blog

PixiJS tutorial: getting started
The reason why I’m re-writing this tutorial is because I enjoy playing around with PixiJS and when I started to dabble with it, the original tutorial helped me out.
Skuli Oskarsson at Goose Ninja


A Wizard's Lizard 2


onGameStart joins Game Industry Conference, call for speakers is open


JS48 Game Jam - Episode 1


Support Phaser development on Patreon

Custom transitions between states in PlaygroundJS


Wolf King WebGL demo

QICI engine DOTA demo


Iron Maiden: Speed of Light

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