Bloody Drippy Scene using Phaser
Bloody scene with pools of blood that drips down to the floor all generated dynamically from just using a circle shape.
February 19, 2018
Turn Based Battle System using Phaser
Simple turn based battle tutorial inspired by Darkest Dungeons and Lords of Xulima using a priority queue data structure.
January 23, 2018
Topdown - Layers, Moving and Collision
Topdown player movement with multiple layers covering base tiles, collision, foreground and object layer using Tiled and Phaser.
January 9, 2017
Fun with spells using Phaser
I've always love seeing spell effects in games, here's an attempt to do a few ones.
December 22, 2016
Stop Particles from Sliding in Phaser
When you have your skeleton's bones flying away into pieces, you want them to fall where the skeleton was and stop it's bones from sliding along the floor.
December 17, 2016
I often see a lot of spritesheet files but no handy player around. I decided to roll this out.
December 7, 2016
2 Player Puzzle using EaselJS and NodeJS
Short demo on using EaselJS and NodeJS to create a multiplayer game. With bonus on using ExpressJS, SocketIO, TweenJS and SoundJS.
April 14, 2012
Isometric Game Development in HTML 5 Canvas Part 1
April 7, 2012
Send your harvest timesheet to your boss!
January 2, 2012
Auto populate all standard web form controls - useful if you want that quick and dirty form submission for testing.
September 30, 2010
jQuery Row Count
Automatically prepends a new column and adds row numbers on an existing table.
July 6, 2010
Avoiding Steering Behaviour and Pathfinding Using A Star
I combined both steering behavior and path navigation using A* in this sample mini tower defense like game.
September 30, 2009
Bullet Physics using DirectX
You can drive the vehicle using the arrow keys. Move the kinematic character using "UHJK". A spring based implementation (hooke's law) was applied for the chase camera that follows the vehicle.
April 17, 2009
DirectX Texture Splatting and Terrain Patches
This project combines 9 blend maps to produce the final pixel for the terrain, adding it with vertex lighting and shadows using lightmap.
March 16, 2009
DirectX Parallax Mapping
I combined all 4 types of textures being use currently in modern games - diffuse, normal, specular and a height map into this one with the help of Frank Luna's DirectX book.
February 16, 2009
This project creates a static octree out of a .X mesh file to produce a scene that can easily be culled for visibility using bounding box.
February 6, 2009
A Missile Command inspired game using OGRE 3D.
January 10, 2009
Ogre Track Editor
I thought using OGRE's animation track for my game Base Command (below) would be the solution for my planes AI.
January 8, 2009
Show various notifications types one over another at the top covering the entire width of the page.
August 9, 2008