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 “Phaser”
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…