Tag Archives: Games

A Game Engine From Scratch In JavaScript Part 4 – Editor & Debugger

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The editor serves as a live debugger and allows modifying the game objects in real-time. These are canvas sprites we’re talking about, not DOM elements. While this is still a work in progress, I wanted to share a screen capture so you can see how it might end up looking. The next screen capture shows some live editing capabilities.

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A Game Engine From Scratch in JavaScript Part 3 – Breakout

I wanted to make sure this engine would be comparable or maybe even easier to use than some of the other engines out there, with the ability to build a variety of game types and not just the game I was hoping to build. For this, I decided to go with Breakouts, which is a website that aims to help other developers compare and choose a game engine. So here’s my attempt…

It’s a work in progress, please check back soon for the full article:

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This GIF was recorded at 20 FPS; the game runs at 60.

Working: sound effects, level progression, game states, mouse/keyboard input, collision (a bit buggy), ball-bounce physics (a bit crude), sprites, spritesheets, sprite animations, rendering layers, async module/asset loader, fixed timestep. These are all provided by the core engine.

Not Working: power-ups, variable timestep, improved physics.

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Duke Nukem Forever Release Date: May 3, 2011

duke nukem foreverBig news for old gaming junkies! GameInformer reports today that Duke Nukem Forever is set to be released on May 3, 2011 after 14 years of development and delays. GearBox Software unveiled the game in playable form at PAX a few months ago. GearBox has put out some very polished stuff in the past, so we might actually see Duke hit the shelves once again, with infinitely more anger and firepower for those alien bastards who shot up his ride.

To celebrate this news, I will be personally releasing a never before seen episode pack for Duke Nukem 3D that I developed many many years ago titled Deth. Stay tuned…

Check out the new official trailer, which speaks for itself…

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