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HTML5

  • JavaScript
    How to Minify Your HTML5 Game for the Js13kGames CompetitionJs13kgames banner 400x277
    103 shares
    As you may know, the third edition of the js13kGames competition is here: the official start is set for August 13th, 13:00 CEST. Js13kGames is a competition for HTML5 game developers where the fun and challenging part of the compo is keeping your entire game under 13KB. In this article, I'll share my tips to help you do that!Read More…
  • Phaser
    Getting Started With Phaser: Building "Monster Wants Candy"Phaser tutorial monster wants candy
    208 shares
    In this extra-long tutorial, I'll break down the source for Monster Wants Candy, a multi-platform game my colleague and I built with Phaser, the HTML5 game engine. In this way, you'll gain a practical introduction to the engine, and will learn concepts you can use to build your own HTML5 mobile and browser games.Read More…
  • Leap Motion
    Add Motion Control to a Kiwi.js Game With the Leap Motion ControllerLeap motion html5
    56 shares
    In this tutorial, I'll help you make your first HTML5 game that is controlled by a Leap Motion Controller, using the Kiwi.js engine—a relatively new game engine that targets HTML5, WebGL, and JavaScript.Read More…
  • Gamepad
    Using the HTML5 Gamepad API to Add Controller Support to Browser GamesHtml5 gamepad api
    147 shares
    In this article, you'll learn how to use the HTML5 Gamepad API to add controller support to your HTML5 games. We'll focus on the API's implementation within Chrome and Firefox, and look at how to add gamepad support to a real (albeit simple) web game.Read More…
  • Roguelike
    How to Make Your First Roguelike400px
    92 shares
    Roguelikes have been in the spotlight recently, with games like Dungeons of Dredmor, Spelunky, The Binding of Isaac, and FTL reaching wide audiences and receiving critical acclaim. Long enjoyed by hardcore players in a tiny niche, roguelike elements in various combinations now help bring more depth and replayability to many existing genres.Read More…
  • How to Learn
    How to Learn the Phaser HTML5 Game EnginePhaserlogo400px
    212 shares
    Phaser is an open source HTML5 game framework created by Photon Storm. It's designed to create games that will run on desktop and mobile web browsers. A lot of focus was given to performance inside of mobile web browsers, a growing and important area of web gaming.Read More…
  • Spritesheets
    An Introduction to Spritesheet AnimationKandi preview 400px
    45 shares
    Spritesheets have been used in games for a long time. Classic games such as Legend of Zelda: A Link to the Past and even modern games like Cut the Rope have used them. In this article, we'll talk about what spritesheet animation is and how to code it, and we'll also demonstrate how they can be used in a small game. I'll be using JavaScript for the code, but you should be able to follow along in any language.Read More…
  • How to Learn
    How to Learn Three.js for Game DevelopmentHow to learn three js for game development 400px
    27 shares
    Three.js is an open-source JavaScript library/API used to create and display animated 3D computer graphics on a web browser, compatible with the HTML5 canvas element, WebGL, and SVG. In this How to Learn article, we'll explore the capabilities of this engine and share resources and suggestions to help you start developing games with it right away.Read More…
  • Implementation
    Generate Random Cave Levels Using Cellular AutomataGdt sim0
    70 shares
    Procedural content generators are bits of code written into your game that can create new pieces of game content at any time - even when the game is running! Game developers have tried to procedurally generate everything from 3D worlds to musical soundtracks. Adding some generation to your game is a great way to plug in extra value: players love it because they get new, unpredictable and exciting content each time they play. In this tutorial, we'll look at a great method for generating random levels, and try to stretch the boundaries of what you might think can be generated.Read More…
  • Implementation
    Let's Build a 3D Graphics Engine: Dynamic Lighting3d graphics engine hires
    8 shares
    Hello! This is the final article in our series on the basics of 3D software graphics systems, and this time we will be looking into dynamic lighting! Before you get too excited or too worried about how difficult a task like dynamic lighting can be, relax. We are only going to be covering the most basic form of dynamic lighting for now (since the entire subject itself is huge, and others have managed to fill entire books on the concept).Read More…
  • Implementation
    Let's Build a 3D Graphics Engine: Colors3d graphics engine hires
    6 shares
    Welcome! This is the sixth part in our Let's Build a 3D Graphics Engine series covering the basics of 3D graphics systems.  This time we are going to be talking about color and how to add it into our existing classes. We are also going to create a few useful functions to make handling lighting easier, which is what our next and final part will be about.Read More…
  • Implementation
    Let's Build a 3D Graphics Engine: Rasterizing Triangles and Quads3d graphics engine hires
    4 shares
    Welcome to the fifth part of our Let's Build a 3D Graphics Engine series!  This time, we will be building two new classes for rasterizing: one for triangles and one for basic quadrilaterals.  Then, we are going to take pieces from those two classes and put together a final, almighty polygon class.Read More…
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