— issue #97

Gamedev.js Weekly #97

If you have anything you want to share with the HTML5 game development community please let me know by sending an email to andrzej.mazur@end3r.com.
I'm also open for related sponsorship opportunities and job listings.


Activision buys Candy Crush maker King for $5.9 billion
Just two days after Halloween, Activision’s spending a whole lot of money on candy — the publisher announced tonight that they’ve bought Candy Crush developer King for $5.9 billion.
Jason Schreier at Kotaku

HTML5 on the rise: no longer ahead of its time
Today marks the one-year anniversary of the W3C declaring the HTML5 standard complete, a significant milestone in the history of the Internet and web application development.
Shikhir Singh at TechCrunch

20 years of Fallout: lessons learned shipping games in the wasteland
Perhaps war never changes, but game development sure does.
Alex Wawro at Gamasutra

Game addiction: intense as a love affair but often just as brief
It’s easy to forget, in a business where big numbers matter so much, that each game player is an individual with their own interests and own tastes.
Scott Johnston at Spil Games

Ten games in a year: the CalArts game makers postmortem
I decided that, since the workflow of making films is so similar to making video games, we could start up a production of a few games and see how it would go.
Nathan Savant at Game Career Guide

Frankenstein’s monsters: hacking NES games with "infidelity"
NES hacker infidelity discusses how he got started in the hacking space, the tools he uses in his work, and the particulars of his most popular game, Mega Man Ultra, a total makeover of Capcom’s Mega Man 2.
David Craddock at Episodic Content

Supercharging JavaScript performance with asmJS
To demonstrate the real-world performance gains possible with asmJS, today we’re releasing a new Test Drive demo, AsmJS Chess Battle.
Microsoft Edge Team


Asteroids HTML5 game tutorial part 1: project setup and moving the player ship
We’ll be looking at how to create an Asteroids like game. Check out part 2 and part 3 too.
Zeke Chan Net

How to make a Bomberman game in Phaser – part 2
We’re going to add some more content to it and make it more fun to play, with a winning condition.
Renan Oliveira at GameDev Academy

How to design levels with the "Super Mario World method"
We'll look at a natural form of organization that evolved in level designs from the 1990s and beyond. I'll explain how you can use all of these intuitive tricks deliberately in your own games.
Patrick Holleman at Tuts+ Game Development


Experimental AI In Games workshop is this weekend


CodinGame - games for programmers: solve puzzles, improve your skills


Phaser Editor 1.1.0 released and ready for purchase

Online Box2D editor


Learn To Make Games eBook preorder

Web animations resources


Be a cat

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