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Found 11 results

  1. end3r

    js13kGames 2023

    Countdown to js13kGames 2023 already started - build a web game in a month on a given theme. The challenge? Squeeze it into a 13 kilobyte ZIP package! Plenty of prizes to be won, cool experts giving feedback, free t-shirts and gadgets to top100 entries, and much more - the fun begins on August 13th!
  2. Hello everyone! Last week I submit my #js13k entry, Back Attacker. This is my first game,? so I want to get comments of anyone! I'd love it if you guys could give it a play and help to improve by feedback! https://js13kgames.com/entries/back-attacker - it's playable in Firefox and Chrome Desktop.
  3. end3r

    js13kGames 2018

    It's time to start a thread for this year's js13kGames - an online competition for HTML5 game developers that runs since 2012. The fun part is the size limit set to 13 kilobytes - check the rules for details if you want to learn more. The seventh edition start as usual, on August 13th, and end a month later, on September 13th. Check the previous years' topics for reference: 2013, 2014, 2015, 2016, 2017. There's a whole bunch of nice judges, cool prizes, there will be free t-shirts and other swag as well. Follow the compo on Twitter and Facebook for updates as this year will introduce a few interesting changes. So, who's going to participate this time?
  4. end3r

    js13kGames 2015

    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?
  5. Hello there! This year I've discovered the js13kgames competition and I've decided to find some time and give it a try! It has been really challenging and I've learned a lot! Unluckily I've discovered the competition a little bit late so I've just had like a week to create my game but in the end I managed to do it in time 2015's theme was "Reversed" so I've decided to create something a little bit crazy, and pretty hard to play: a fast paced survival space shooter in which enemies have the same color of the background. You will have to reverse the background color to reveal hidden enemies, avoid their bullets and survive! It is mobile compatible and here's how to play: - Desktop: arrow keys to move, spacebar to reverse background color. M to toggle mute. - Mobile: tilt device to move, tap to reverse background color. You can play Reverse Ground Battle here: http://js13kgames.com/games/reverse-ground-battle/index.html Here's the source code on GitHub: https://github.com/MattiaFortunati/Reverse-Ground-Battle And here's a screenshot: It was my first time using jAllegro and bfxr really saved my time! I had some issues with mobile browsers compatibility but in the end I managed to create this little game with great fun and satisfaction! I'll just leave this here in case you want to play some unusual game, while hoping that the source code can be helpful, too! Have Fun!
  6. 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?
  7. EXTREME MINI MASSACRE http://js13kgames.com/entries/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!
  8. I've created a game called Triskaidekaphobia to promote the js13kGames competition. The name of the game means "the fear of the number 13", so I thought it would be perfect for this gig. The story is simple: you are in the dark forest full of terrors and have to run away from the vicious Thirteens. Tap to jump between branches to avoid them. You can PLAY THE GAME HERE. As usual: the game was created using Phaser, you can read very short "making of" blog post about it. How do you like the minimalistic art style? Any feedback will be much appreciated.
  9. 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 Socket.io 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 Socket.io 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 Socket.io? See the first answer. The server zip package must be less than 13kb. Sanctioned dependencies (only Socket.io) can be installed using "npm install", which parses package.json. If I include the Socket.io library (client and server side), does it count against my 26k (13k*2)? The Socket.io 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 Socket.io package ships the browser files as well. So it's ok to use that? So that we can load "/socket.io/socket.io.js"? The client side library for Socket.io is required to use it, as Socket.io 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}.js13kgames.com/games/{game-name}/index.html'>http://{year}.js13kgames.com/games/{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: https://gist.github.com/aurium/e75117c21c142c5d9ba1 The idea is: make it easy to write and deploy server code, focusing on Socket.io usage. The developer will have a Node.js sandbox with a configured socket.io 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}.js13kgames.com/games/{game-name}/index.html'>http://{year}.js13kgames.com/games/{game-name}/index.html?wsp={srv.port} allowing the client side to discover where to connect, on this same domain. The client lib for socket.io must also be provide by http://{year}.js13kgames.com 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 Socket.io server. The client-side lib for Socket.io is located at http://{year}.js13kgames.com/{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?
  10. Hi, I would like to introduce my game in js13kgames competition, is tube shooter inspired by old game name Gyruss. In game you find auto resize for any screen size, software 3d rendered in canvas2d, particle, alternative control for desktop and mobile device. Game working with almost any browser in desktop and mobile (without ie8 and earlier and all mini browser)In mobile, using iPhone4s I have almost ~40fps. Every feedback is welcomed You can play here http://bit.ly/14VdO4m Share it if you like! The source code are available on Github.https://github.com/seemerlin/JunoJS
  11. Hi everyone, I just released my js13kGames contribution. It's a retro top-down shooter called Floor Thirteen. Every feedback is welcomed, shares too! http://js13kgames.com/entries/floor-thirteen The game is rendered using an HTML canvas. Internally the game loop runs an Entity-Component-System engine. That was a real pain to build a robust ECS engine which does not exceed 1kb. The source code is available on Github. https://github.com/ooflorent/floor13
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