2013
2012
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One Game a Month - Animatch progress
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One Game a Month
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Splitting text into lines according to maximum width + vertical text scroll in JavaScript and HTML5
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Selecting from multiple ship/character options before each level (more UI stuff)
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Modified screen shaker and camera follow in ImpactJS
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Saving game state with HTML5 localStorage and JSON - a rough working draft
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Why I like JavaScript
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Dabbling in UI
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Js13kGames entry finally submitted. Now I can think about something else, right? RIGHT?
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KROOG - @Js13kGames entry
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New challenge: Keeping track of my own code
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Curved laser beams with HTML5 canvas quadraticCurveTo() method
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Making a laser beam entity in ImpactJS using HTML5 canvas stroke()
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I relearned basic trig today...kind of...sort of...Let's just say my thing works and leave it at that.
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Too many tiny functions?
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Why I can't not optimize.
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Getting around the HTML5 canvas ctx.fillText line break limitation
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Made a rough Space Invaders clone. Annoyed at Chromium and its HTML5 audio bug.
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Today was not as productive as it should've been - Multitouch and stuff
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That thing where I said I was going to take my mind off of coding for a while? It didn't work.
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This post is not going to talk about how to do anything. But it's still about (iOS)Impact
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Directional swipe and double-click in ImpactJS
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How much impact do ImpactJS timers have on performance? Plus implementing player speed boosts.
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Swapping out animation sheets on state change in ImpactJS
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Refining on-the-fly pit spawning in Impact
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Procedural levels continued: randomized pits and performance enhancements
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Experimenting with procedurally generated levels in ImpactJS
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Making a player grow as they eat stuff in ImpactJS
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Box2D, I have conquered you!!! (sort of)
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Box2D, you are torture.
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Documentation, placeholder audio, and object interaction
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I feel so rested right now it's amazing.
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Entity states, animations, and other random stuff
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Work, work
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1pm breakfast after a 4am night - a JavaScript hangover
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JavaScript lighting making slow progress
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Entity spawning diagrams, dynamic attributes, and The Making of Prince of Persia
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JavaScript learning review
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Gwen: Streamlining adjacency settings, performance, notifications, allegiance, etc
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Sniffling and coding and level design (yes, again)
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Today was a bug fixing and facepalming kind of day
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Level design, entity spawning, and art.
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Getting my head around shallow vs deep copy
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Path follow mostly working - on to detecting adjacent nodes
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ARRAYCEPTION
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Git branching, naming conventions, global variables, and Mr. Carboon...
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An update on Gwen - we have path follow.
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Hello, Gwen.
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I slept! And next.