[5 Jun 2009]

Puckerball has a new look.
Really, it’s an old look from the first version of the game. Several friends have mentioned that they missed the trophies from the original version. Well, guys, they’re back.
Hope everyone likes them!

[3 Jun 2009]

GMP is a small, fast, javascript game engine. It’s simple, and easy to learn and use — and now it’s free. The GMP javascript game engine is now dual licenced under GPLv2 and MIT licenses.
GMP is great for making sprite-based, 2-D games, and it can easily power most retro-style arcade game designs. It is also well suited to making puzzles such as sudoku or gogopop. All of the games on gogomakeplay.com are built using GMP.
Professional game developers will find GMP useful for making rapid prototypes during their game …

[10 May 2009]

I’ve upgraded the GMP javascript game engine to version 1.7 in preparation for releasing it as free and open source software.
Several features have been simplified so that new users will be able pick them up quickly. Changes include merging Tags into Gobs, and rewriting the intersection management logic to use only position and direction for intersection resolution calculations.
The previous Gob/Tag relationship enabled complex sprite management, but the same results could be achieved using a simpler design — multiple Gobs with built-in Tags. This change reduced the size of …

[9 May 2009]

Gogomakeplay has some new features. You can now reach me via contact form, and the site is fully searchable.
The site has also been given an easier-to-read look, in preparation for the game engine API documentation, which is on its way.

[4 Apr 2009]

Galaxoid is a galaxian/space invaders/galaga clone. This is the third game I’ve created with my engine, and the first that also includes GIF-based sprites. (The others use divs and text for sprites).
I wanted to create a shooter, just to show it could be done in javascript, and to use some more advanced math to get some interesting sprite movement.
It took about 4 weeks from start to finish, working part time (after work, weekends). Of course, there was almost no design phase: it borrows heavily from well established games.
My biggest challenge …