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Found 29 results

  1. Hello everyone, Some of you may remember the results of js13k 2016, in which Glitchbuster made first in the mobile category, and second overall. Ever since I started working on that game, I knew I wanted to make something bigger, not bound by the 13kb limit. Well, after several months of work on v2 of the game, I just published the game on Steam Greenlight, and I'm hoping that I can release it on the Steam platform in the coming months. Steam Greenlight is basically a community system where players can vote for the games they want to see in the store. Games that are popular enough get the right to get published on Steam and are accessible to millions of players. The game is quite different from the original js13 entry, so here is the pitch: And here is a nice trailer I put together: If you think the game is worth putting on Steam, please take a minute and upvote it using your Steam account on its dedicated page: Glitchbuster is the result of months of work, and getting to publish it on Steam would mean a lot to me. I appreciate any kind of support, and I would really love it if you could help me get it to the Steam store.
  2. The fifth edition of the js13kGames competition starts in more than two months, but I wanted to slowly start organizing everything already. I'll announce everything here, and if you have any questions feel free to ask. For those who don't know: it's a JavaScript coding competition for HTML5 game developers. You have a month (from August 13th till September 13th) to create a game on the given theme (announced at the start of the compo) that have to fit into the 13 kilobytes limit with all the resources when zipped. It is a challenge, but the one that spawns creativity. Check out rules and previous entries, forum topics from 2014 and 2015, follow compo on Twitter and Facebook for updates. Check the Resources page for tools and other useful materials. And yes, I'm trying to improve the rules, voting system, and backend from your feedback taken over the years. Remember: I failed with so many things every single year and I will probably fail also this time. The compo is suppose to be for fun, and I'm doing everything mostly on my own in my free time, so instead of complaining feel free to help - thanks.
  3. Hello there, It's been a while I haven't posted anything here, mostly because I don't have that much time for game dev anymore, but here is my entry for js13k 2016: Glitch Buster. The game's goal is to dive into a code base, and fix all 13 glitches within the time limit. You'll need to avoid the scary and sometimes unpredictable pointers. You can also use breakpoints that you will find in the levels as grenades. All levels (except the tutorial) are randomly generated, in a very similar way to Spelunky. The game is not 100% done yet, I intend to spend a tiny bit more time on optimizing, balancing, testing across devices... In terms of features, I only have 178 bytes left to play with and I'm out of compression tricks, so I probably won't be able to add anything too crazy anymore (I'm already surprised I was able to fit sound in there). You can play it at Let me know what you guys think
  4. Hello everybody! I want to share with you the game I made this year for the #js13k jam, it's an stressing shoot 'em up where your objective is to survive much as possible. It's my first time using fragment shaders in a game and I must to say that is not easy to start with, but at the end the results are amazing! So if you want to play it you can find it in: Also as a requirement for the gamejam all code is opensource (, there you can find links with the references I used for the game and people that helped me with feedback and support. Thanks!
  5. Hello gamedevs! Just posting to show off my JS13k entry, Super Glitch Box. An homage to one of my favorite freeware games, it features fun glitchy visuals, stereo sound effects, original music and procuedurally generated weapons.
  6. Hello everybody! I have recently submitted a game to the js13k competition and looking to know what people think of it! The game is a space invaders style game, with everything from a store, to mobile support. Check it out here!
  7. The next, fourth edition of the js13kgames competition starts in more than a month, so it's time to create a thread and start talking about it. For those who don't know: it's a JavaScript coding competition for HTML5 game developers. You have a month (from August 13th till September 13th) to create a game on the given theme (announced at the start of the compo) that should fit into the 13 kilobytes limit with all the resources when zipped. It is a challenge, but the one that spawns creativity. Check out rules and previous entries, forum topic from 2014, follow compo on Twitter and Facebook for updates. I've started announcing the judges and prizes, here's the info so far: Judges: me and Richard Davey. Prizes: - 2 × Phaser Box2D premium plugin - 8 × Isogenic game engine premium license - 1 × Construct 2 game engine business license - 5 × Making Money with HTML5 ebook - 10 × PlayCanvas Pro-5 account - 5 × ImpactJS game engine - 5 × Complete Mobile Game Development Course There are more judges and prizes to be announced soon. So, who's gonna participate this time?
  8. Hey folks, Today I want to share with you my entry for the js13k 2015 competition and comment a little bit my experience. In typical platformers you have to avoid enemies, avoid pits, collect stuffs, stay alive as long as possible and be happy but Please, Die is not the typical platformer. Things are kind of reversed in that world, so you have to help our little character with a very simple task: to die. The actual size of the game is 11848 bytes and you can check the source code in github. Also you can play the game here What went fineI was able to add sfx and a sort of background noise. My advice is to add the jsfxr.js library since the very beginning so you reserve the almost 3kb for itGraphics were fine and didn't require too much timeI spent a considerable amount of time thinking about the concept and I feel pleased with the result.The particles system and the tainted walls gave a nice (and gore) looking to the gameI could reuse code from the last year compo so I saved some time there (mostly input and camera) What went not so fineThe particles system had an impact on performance (despite my efforts to avoid it)Collisions were a pain in the ass. I spent a lot time trying to make them right but I just could fix them (and avoid a total disaster)I couldn't dedicate as much time as I wanted since the start of the compo so I had to rush the last couple of days and couldn't polish as much as I'd likedI'd like to read your comments about the game.
  9. Hi guys, Check out my little demo! It was written for the js13k compo, and quite coincidentally the code isn't pretty (but still available online, FWIW). Everything is mostly procedural, apart from the player character and levels, which are hardcoded. In case you're brave (or bored) enough to actually read the messy source code, the only interesting-ish part there is the collision detection. It works by building a parallelogram from character's current position to the next (projected) position, and then intersects that parallelogram (instead of the hitbox) with the floor. This basically means that no matter how far the character goes between frames (given a very high speed, a very low framerate, or both), it will never fall through the floor. Please tell me what you think.
  10. Heya all! It's been a while since my last post here, but here it goes... Let me present you my entry for this year's js13kGames competition - Captain Reverso: The missing truckers Link to the entry: Plot You're a truck driver named Bob, who wakes up one day with a huge hangover, realizing that for some mysterious reason all other truckers disappeared... That's how Captain Reverso is born! This year's competition theme was Reversed and flawless reversing is Captain Reverso's super power! Your quest is to park all the trailers on time and safe the world from complete chaos. Controls wasd / arrows - drive / menu navigationspace / enter - attach/detach trailer / menu clickescape - pause gameNotes Use Chrome or Safari for the best user experience. The game also runs Firefox (crap performance) and IE11 (no sound). Screenshots The final build size is 13.311 bytes. The game itself is quite difficult at the beginning so take your time in the tutorial level to practice. I'm planning to write a longer post-mortem after the results so stay tuned! Hope you enjoy that
  11. I am happy to present a js13k reversed version of my latest&first android game - Squared Lines js13k reversed. It was written in canvas with no libs/engines in 2 days. I do not know how does it work, but I think it is quite enjoyable, especially after level 25. I had no time to add animations/sound. Game/Github/Twitter links: Original version has been written in HTML5/Angular JS/DOM/CSS and uses cordova/crosswalk. I think I might write a larger post about it, as the configuration was quite mad. Its webpage is:
  12. I had a go at js13k this year with R3V3RS3 IT, a webgl game in 10Kb (not 13 because I ran out of time before running out of space). I wanted to have some fun while doing some research for our upcoming projects. Regardless of the outcome of the competition, it's been a success because: I had lots of fun I learned some new stuffIn R3V3RS3 IT you chase balls of light in a precedurally-generated 3D landscape, while reconstructing a cheerful chiptune in reverse order. Typing this I realize it does sound a bit weird Best in Chrome (with voice synthesis!), but it does work in Firefox too. It's possible you need a decent graphics card, I haven't tried it on low-end hardware. I thought I'd post some links to some of the algorithms and techniques I've used, in case people are interested: Perlin noiseToroidal unwrapping of 3D noiseProcedural drum sounds with WebAudioOffline Audio ContextsBlinn-Phong shadingDerivative MapsPrecomputed derivative mapsA lot of other stuff, I just came up with it. Code is on GitHub.
  13. Source: It's my first javascript game. Works fine on widescreen devices. Was tested only in Chrome and mobile Chrome.
  14. Source: This was a lot of fun to make. I originally had intended it to be playable on mobile and desktop, using the DeviceOrientation events for moving the player, but mobile Safari rendering bugs turned out to be an absolute nightmare to deal with while keeping the 13kb limit restriction.
  15. Shapes Love Numbers a js13k entry PLAY Hello, I would like to share with you a game I made for js13k compo. Game is almost done, so I would love to gather some feedback before I will submit it. Here are some topics that I would love to hear about: Did you find tutorial useful and not annoying? Did learning other game rules (not included in tutorial) through gameplay was okay? Is game fair? And of course if you score above 'awesome', post it here or on twitter (@kmisiowi), so maybe I will adjust new score range for level. Hope you enjoy it. PS Vote button doesn't do anything yet, after i submit the game it will link to js13k webpage.
  16. I have been working on this 13K game for a couple of weeks - would really like to see some feedback on the look and graphics At the moment only the first two levels exist.
  17. Hello fellow devs, Please check my js13k entry out: Element Puzzle. You will need to collect fire, earth, water and air tokens to change the element's form and solve some interesting puzzles. The js13k entry. You can also play the game here. I've made a short gameplay video too.
  18. Hello everyone! Just joined the nice community here, and wanted to show off my JS13k game to anyone interested! It's a Risk-like strategy game with simple rules and hard to master gameplay. Single- and multi-player, works on most modern browsers and tablets I could get my hands on. Any feedback appreciated! Obligatory screenshot: If you're interested, I also wrote an in-depth blog post about the AI implementation for the game, which turned out to be a challenging thing to do inside a few weeks of development:
  19. The third edition of the js13kGames competition will start in a month on August 13th, so I wanted to create a topic for everything related to the compo. I'll start announcing the judges and prizes soon and if you have any questions feel free to ask them here. You have a month to create HTML5 game that fits into 13 kilobytes limit, see the Rules for details, forum topic from 2013, games from 2012 and games from 2013 for reference. Follow @js13kGames on Twitter for all the news and announcements about the competition. If you want to sponsor the compo or offer prizes please get in touch. So, who's going to participate?
  20. Hi! I want to share with you the game I made for the js13k competition: It's a platfomer inspired in Atari Graphics and gameplay from beatemup snes games. It contains 6 Levels and 7 different bosses This is my entry: I hope you like it!
  21. I've created a game for js13kgames. It's the first time I take part, and I would like to know your opinion about the game :-) I will probably make some more improvements to the game. The name of the game is spinElements. The game is pretty simple, but I think it is fun. What do you think? Play:
  22. Hey guys, I finished my entry for js13kGames 2014. It's a simple tower defense game made with JavaScript for game logic and HTML/CSS for rendering. I wasn't able to pack in all of the features I wanted due to size and time constraints, but I am still somewhat pleased with how it turned out. I've always wanted to make a tower defense. It was a lot of fun, but one of the most challenging things is balance. There are so many different things that can be tweaked and tuned and it's tough to do it right. Play Elematter Here
  23. EXTREME MINI MASSACRE Hi everyone, I want to share with you this small game I created for the js13kgames compo. It's all about shooting like a crazy person. You can play using you keyboard + mouse or with an Xbox 360 controller. Cheers!
  24. Just posted an early release of my first js13k submission for this year (already working on another!). Another run of the mill spaceshooter Demo: Abstract: You are the first line of defense against an invasion of baddies that threaten your civilization's very existence. Armed with only your trusty laser and elemental weaponry, you must destroy as many enemies as you can before it's too late... Make no mistake, you will die on this mission as a member of the Vanguard. The question is how long will you last? I've had some reports of significant performance issues as you get to the later waves, which I'm working through as we speak. Firefox has the most rendering problems compared all the other browsers and I can't seem to figure out why (though I suspect it has to do with save() and restore()).
  25. Andrzej end3r Mazur explain that he don't add the server category right now because he received to many questions about this category rules, and because he need somebody to help in this category. If we come with a conclusion, he said that is ok to back with the server category, allowing multi-player games, even now for 2014. This was the 2013 rules about the Server Category: 6 - Server development When participating in the Server category you have 13 kB for the server and 13 kB for the client, so it's a total of 26 kB. You can use to ease your development and help you with the online communication.11 - Sending submissions ... If you have a Node.js game you can deploy it on Nodejitsu - read the walkthrough in this blog post.This was the 2013 FAQ about the Server Category: How will the size of a server game be measured exactly? Should the server side + client side code together zipped into one file be 26kb? Since the was chosen as sanctioned multiplayer lib, it should not be counted in the allotted 13kb. A submission should not contain the node_modules directory. Instead, it should have a valid package.json file, defining the dependencies. This way, we can unzip the server files, run "npm install", and be ready to go. Since the dependencies are in JSON format, it can easily be parsed to see if only allowed libraries are used. If node modules are used that aren't on the sanctioned libraries list, they must count for the 13kb, so the node_modules directory must be included, containing only those. Combining the server/client into a single zip file would make it possible to create a 20kb server with a 6kb client, which is not what we want. Participants have to submit separate zip files for client/server. Can we use a public STUN server for WebRTC? Will still implement the signal server in Node.js. Please remember that the WebRTC is still in the early stage. Google offers free STUN/TURN servers, and the technology would be nearly impossible to use without them (implementing your own STUN server will place an unfair burden on your server code size). The code for server side, to calculate that would I zip up everything but the node_modules folder containing See the first answer. The server zip package must be less than 13kb. Sanctioned dependencies (only can be installed using "npm install", which parses package.json. If I include the library (client and server side), does it count against my 26k (13k*2)? The library is itself larger than 26kb, so no. You can't count it as part of the 13kb submission. Is the client side Socket.js lib allowed as well or only the server side packge? Just found out that the server side package ships the browser files as well. So it's ok to use that? So that we can load "/"? The client side library for is required to use it, as implements its own protocol inside websocket (or fallback carrier). Alternatively, the "websocket" module does not require any client side library. Can I create my own REST APIs on the server to let the user save and load custom game data, as long as it's <13kb? I just persist a JSON created by server.js on a file to preserve user data on crash/reboot. Does it go against rule 3? Creating your own REST APIs doesn't count as an external dependency, so it does not conflict with rule 3. However, all server-side code must be included in the 13kb server zip. The data itself does not count for the game size limit, as it is created at run-time (in the same way that procedural graphics can be generated and cached at runtime). Well, my proposal starts changing the deploy mode for the competition. All single-player or browser-only games are deployed at http://{year}{game-name}/index.html'>http://{year}{game-name}/index.html, however, in 2013, the server based games was deployed on developer defined servers, what may not to be good enough for a fair competition. The js13kgames may have its own game server, so all entries will have the same url structure and fully controlled by the competition staff. I did this proof of concept: The idea is: make it easy to write and deploy server code, focusing on usage. The developer will have a Node.js sandbox with a configured server, ready to use.The responsible to deploy will do it as easy as deploying a browser-only game.The new url structure may be http://{year}{game-name}/index.html'>http://{year}{game-name}/index.html?wsp={srv.port} allowing the client side to discover where to connect, on this same domain. The client lib for must also be provide by http://{year} to not weigh in the developer package.A good question may be: in a sandbox the node require will not work as it is, so that will not to be a real node application. Right! However that is not a node competition, it is a javascript competition. Meanwhile... modularization still possible, implementing a simple require for the sandbox. This game server loader may be easily used by the developer, to ensure the closest environment between dev and deploy. So... I propose this rules for server category: Server development When participating in the Server category you have 13 kB for the server and 13 kB for the client, so it's a total of 26 kB. You must code it to run on our game-server loader <link for the git repo>, where you will found a pre-configured server. The client-side lib for is located at http://{year}{somewhere} and you can freely point to this on your client-side code. You can install the game-server loader on your machine to test your development. See this post <link to a post about the game-server loader instalation and usage>. All other server dependences of your code must be provide by your server-side package, and must fit the 13 kB limit. As it be to the client-side package. Sending submissions <client-side guidance>. If you have a server-side code, you must remember to provide a second package on the appropriate field. A interesting question: Can we use a STUN server for WebRTC? What about the signal server? Someone wants to add the server-side dependences for a WebRTC application on the game-server loader proposal? Open question: Public STUN must be understood and forbidden as any other external assets? Open question: I believe the developer must to be able to read/write in some file or directory to preserve user data on crash/reboot. So, this ability must be add to the sandbox. Someone have a issue about this? A file to store JSON (where the read/write process will be oblivious) is the easiest way, or we have a good argument to give a directory for free-form rw? The final question: end3r needs someone to help him to organize the server category and answer participant questions. Who wants to help on this?