Over a largely caffeine fuelled weekend in April, I embarked on my first non-solo game dev adventure, taking part in the Ludum Dare 46 with my long-time friend and collaborator, Lawrence Wong. The theme for this jam was the somewhat vague phrase, ‘Keep it alive’. I mean… that’s kinda the theme of every videogame, right? Game link: https://simiane.itch.io/for-ducks-sake Jam link: https://ldjam.com/events/ludum-dare/46/for-ducks-sake Ideas… We had two main ideas at the outset, the first being a lemmings style puzzler whereby the main character would be walking around obliviously triggering death-causing traps…
All posts in “Game Development”
Every now and again I check back on this blog and think to myself, “Oh, I must write about…” Whatever it is I’m thinking about at the time. Three years since my last post would indicate that I’ve not followed through with those inclinations… Still, here it sits, an ever present reminder that I exist and have a little space on the web. What better time than during a worldwide lockdown, where we have little to do but sit indoors staring at screens, to pick up the virtual quill? Over the last few years I’ve been hacking…
I’ve been dabbling in HTML5 game development with Phaser.io for the last few months and along the way I got wind of the Ludum Dare game jam. For those who’ve not heard of LD, this is a 72 hour (or 48 if you’re brave) game jam held three times a year. The community decide on a theme, announced at the beginning of the jam, and developers of all ages and experience levels spend a weekend creating a game to fit. Along the way, people post updates of how their game development is going, and offer inspiration…
So I've been dabbling for a while in HTML5 game development, specifically using the Phaser framework. I've been documenting my progress offline for a few weeks and I'd like to post this online at some point... For now though, I wanted to write a post about using Phaser’s particle emitter to create an explosion effect that I think’s worked out really well. The effect combines a single explosion animation, with a particle emitter to make multiple semi-random explosions which really beefs up the effect. The graphics I’ve been using for B-Type came from GameDevMarket and along with…