I will take you behind the scenes of the selection process I went through for choosing the tools I currently use to make HTML5 games.
Some thoughts on how to self-promote, recent mistakes and some reasons why I started blogging.
Recently I released my first technical book "Developing an HTML5 Brick-breaker game with Phaser", and I couldn't help noticing that something was missing from the equation. I need not only to think as a programmer and coder, but also as a salesman.(more…)
I'm happy to announce that my first technical book, Developing an HTML5 Brick-breaker Game With Phaser, is out. The book shows you how to create a complete HTML5 game based on brick-breaker mechanics using the framework. It is the result of teaching an introductory course on game development at a local institute which focuses on ...
Right after a big hiatus from blogging, I'm doing my best in getting back to writing and sharing what I've learned and what I'm doing right now. Instead of telling stories of success and failure, I think it's best to get back to business.Today I'll share a little snippet in order to simulate a short ...
When I find out about a new technology to develop software, and in our case to develop games, I apply a self-made rule of thumb in order to take that technology into account or just get it discarded (for the time being). (more…)
Back in 2007, Josh Petrie published a great piece of advice to aspiring and entry-level game developers on, its now-dead blog, Scientific Ninja. I think it's really important to have this again on the Internet because, more often than not, I read the question of whether it is preferable to build an engine from scratch before ...
I had planned to add features to the two-dimensional jump experiment from last week, but I started a game-AI course at the university in which we have to work on 2.5D, so the isometric camera research I did fits perfectly here. (more…)
As I said in the last post, I'll be working on little bits of mechanics and features per week in order to get better. This week is basic 2D jump. (more…)
A while ago I had an interview with a prospective client in game development and the process got me thinking about what I call today the game-mechanics programming lab. (more…)