in search of Space Monsters

exploring arcade game design with HTML5 and JavaScript

Adding dynamic tweet functionality to HTML5 games

My current focus is with the PlayStar Arcade. I’m keen to push it as a platform for playing my HTML5 games. A lot of work has been carried out “under the bonnet” as we say in the UK and now I’m in to the slightly more entertaining areas of adding bells and whistles.
Something I was […]

The importance of quickly proving a game concept with JavaScript

I have what I’m sure is probably considered a primitive style of coding JavaScript.┬áIt’s never really evolved in to anything that a purist would adopt over the years. To be frank it doesn’t concern me. What’s most important to me is that I understand my code and more importantly perhaps; it works.
The benefits of knowing […]

A quick look at the potential for HTML5 gaming on Nintendo’s Wii U

Once upon a time I worked as an artist for a company that developed games for Nintendo’s handheld devices, amongst other things. I remember back then (2001 ish) wondering whether web technologies would/could ever produce the kind of environment suitable for good quality gaming. I suppose looking back then it must have seemed ludicrous that […]

Viewports and the scaling & positioning of the canvas

Having just spent a couple of hours poring over my code for scaling & positioning the game canvas I thought I’d share the experience.
Despite having made several HTML5 games over the last couple of years I’ve never experienced any real issues with scaling or positioning. Just recently however I’ve started to notice inconsistencies between browsers […]

Creating a very basic “Star Wars” style trench scene viewed from above

Prototyping new game ideas is a lot of fun. Thanks to some serious enhancements to my game framework it’s also pretty quick.
I enjoy day-dreaming new ideas and recently I was watching something on TV that put me in mind of the film Star Wars. It was a fast paced scene in a TV show with […]

HTML5 Canvas Text Wrap Tutorial

I’m using a small amount of dialogue in Distant Orbit to help tell the story. One thing that I wanted to maintain was simplicity when it comes to handing over the text files for localisation.
So to this end I needed to allow for text to wrap across lines within the canvas.
Some languages are quite a […]

Playing with fillStyle to create some neat game effects and text

Creating games using HTML5 and the Canvas isn’t always all about using drawImage(). For the most part it is of course because we want to display our lovingly drawn sprites and environments but there are plenty of legitimate cases where we might opt for using the primitive drawing methods such as fillRect().
I use fillRect […]

Developing a portal for free mobile games

Anyone who has ever glanced across my portfolio will notice that there isn’t anything in there that is particularly original. This is quite deliberate. A couple of years ago when I set out to create these JavaScript / Canvas games I set myself the simple task of recreating some of the games that I loved […]

Touch control in a maze game ? Pac-Man has the answers.

I’ve been looking around the AppStore for games that implement the kind of touch control that I’m after for my maze game. There’s a thousand and one maze games on offer which is fantastic so I downloaded a few free trial versions to test them.
In many cases the controls felt OK but not great. The […]

Touch screen and player movement

Today I have spent a hopeless amount of time playing with the touch screen interface for a new game.
The game is a maze game, similar in many respects to Pac-Man in the way that it executes, but quite different in its content.
When I started to assemble the code for the player’s sprite behaviour I knew […]

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