— issue #91

Gamedev.js Weekly #91


A Wizard's Lizard: postmortem of an HTML5 game on Steam
Since we recently began seeking funding for the sequel, this seemed like a good time to finally do a postmortem.
Matt Hackett at Gamasutra

Starting up a business: minimum viable products
I would like to write about the concept of Minimum Viable Product and what it means in the context of Epic Owl’s game production.
Juha Vainio at Epic Owl

Tips for making a web based multiplayer game at a Game Jam
If you come with the right tools and frameworks, getting started will become easier and will speed up the process of game creation.
Jeremy Tuloup at JTP

Public vote validates Unsung Heroes: they’re games worth playing
The public has picked its favorite five of the 22 Unsung Heroes semifinalists with over 6,000 mobile game players voting.
Scott Johnston at Spil Games

5 game design rules to unlearn when working in VR
Game designers know that the process of game design is inherently fraught with failure. No one has made a game that was perfect at conception.
Kris Graft at Gamasutra

Doing an HD remake the right way
Final Fantasy V just came out on Steam. This is a beloved classic game, but the way they've done the HD upgrade just makes me cringe.
Lars Doucet at Fortress of Doors

Checklist for your new open source JavaScript project
I’ll synthesize the lessons passed by Kent C. Dodds in his series “How to Write an Open Source JavaScript Library”.
Eric Douglas at GitHub

No such thing as a random number
Many computer games were home-grown and distributed on audio cassette tapes stuffed in plastic sandwich bags with sparse photocopied instructions.
David H. Schroeder at Gamasutra


Implementing controls using the Gamepad API
This article looks at implementing an effective, cross browser control system for web games using the Gamepad API, allowing you to control your web games using console game controllers.
Andrzej Mazur at MDN

Platformer tutorial with Phaser and Tiled – part 2
For this tutorial, it is necessary that you finished the last tutorial, since we will continue from the code we already wrote.
Renan Oliveira at GameDev Academy

HTML5 + Box2D hook like the one seen on iOS Mikey Hooks game
You can’t control the ball, but click and hold the mouse on a static green body to fire the hook, release to destroy it.
Emanuele Feronato's blog

A* pathfinding for 2D grid-based platformers: different character sizes
We'll extend our grid-based platformer pathfinder so that it can cope with characters that take up more than one cell of the grid. You should also check out the third part: Making a bot follow the path.
Daniel Branicki at Tuts+ Game Development


IBM Bluemix Cloud Contest for JavaScript addicted, win $2,200!

js13kGames 2015 winners


Free Infinity Blade collection now available in the Unreal Engine Marketplace

Learning BabylonJS eBook


Ana Tudor dots experiment

Two player tic-tac-toe with PubNub


WebGL NU: indie WebGL games repository

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