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KilledByAPixel

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js1024.fun 6d ago

My new game is a 3D 90s fever dream that fits in only 1024 bytes

KilledByAPixel
3pts2
paxtonsnake.3d2k.com 14d ago

Texans deserve more then a Ken Paxton snake game

KilledByAPixel
3pts1
itch.io 28d ago

AI Browser Game Jam 3 submissions closed with 85 AI-assisted browser games

KilledByAPixel
3pts1
korben.info 4mo ago

Dwitter Beta – Creative coding in 140 characters

KilledByAPixel
3pts0
github.com 5mo ago

Show HN: Lentando, private habit and substance tracker (vanilla JavaScript, PWA)

KilledByAPixel
2pts0
github.com 10mo ago

L1TTL3 PAWS – Cat glider with procedural art and levels in only 13kb

KilledByAPixel
32pts3
www.youtube.com 11mo ago

The Demo Scene – Making Art with Code

KilledByAPixel
1pts0
js13kgames.com 1y ago

JS13K 2024 Winners announced A game jam for making 13 KB JavaScript games

KilledByAPixel
2pts0
js13kgames.com 1y ago

Dr1v3n Wild, A 13 kilobyte driving game inspired by OutRun

KilledByAPixel
6pts3
frankforce.com 1y ago

Crafting a 13KB Game: The Story of Space Huggers

KilledByAPixel
3pts1
www.youtube.com 1y ago

JavaScript Haikus – Tiny Code Adventures – A Talk by Frank Force

KilledByAPixel
3pts1
frankforce.com 2y ago

Big LittleJS engine news about the logo, game jam, and community contributions

KilledByAPixel
1pts1
frankforce.com 2y ago

City in a Bottle – A 256 Byte Raycasting System

KilledByAPixel
2pts1
killedbyapixel.github.io 2y ago

Show HN: Bitwise Liminal – A Short Film in 256 Bytes of Code

KilledByAPixel
450pts61
killedbyapixel.github.io 2y ago

Cross My Heart – A Frogger Demake in 256 Bytes of HTML/JS

KilledByAPixel
128pts47
www.twitch.tv 2y ago

Lovebyte Party is LIVE – Sizecoding compo with 8 bytes to 1k demos

KilledByAPixel
2pts1
js13kgames.com 2y ago

JS13K Games 2023 Winners Announced

KilledByAPixel
1pts0
undergrowth.squidband.uk 3y ago

Interactive Music Video Game for Undergrowth by Squid

KilledByAPixel
1pts1
frankforce.com 3y ago

A short writeup about my most recent generative art release: Gradient Ascent

KilledByAPixel
2pts0
jsfiddle.net 4y ago

City in a Bottle (256 byte raycaster+city)

KilledByAPixel
4pts0
frankforce.com 4y ago

Byte City Nights – A Bitwise Cityscape

KilledByAPixel
54pts4
frankforce.com 4y ago

Chaospills – Generating Art from Chaos

KilledByAPixel
2pts0
frankforce.com 4y ago

Astronomic Comics – Code Generated Comic Books

KilledByAPixel
2pts0
codepen.io 4y ago

Infrastructures – Generative Art by KilledByAPixel

KilledByAPixel
2pts0
aliendscapes.3d2k.com 4y ago

Aliendscapes – Alien Planet Generator

KilledByAPixel
3pts0
killedbyapixel.itch.io 4y ago

The Legend of Bounce Back – My playable tribute to 35 years of Zelda

KilledByAPixel
2pts0
github.com 4y ago

LittleJS the Tiny JavaScript Game Engine That Can

KilledByAPixel
1pts0
www.youtube.com 5y ago

How to create a generative cityscape with only a few lines of JavaScript

KilledByAPixel
1pts0
frankforce.com 5y ago

Dissecting a Dweet #9: City Sunset – Tiny JavaScript Analysis

KilledByAPixel
1pts0
codepen.io 5y ago

Tiny Sprite Sheet Generator

KilledByAPixel
1pts0

Enhanced version with keyboard and touch support... https://killedbyapixel.github.io/TinyCode/1K/Skydreams

More of my size code demos... https://github.com/KilledByAPixel/TinyCode

An endless race in the sky inspired by 90's 3D games like sky roads, marble madness, and sonic 3d. My goal was to create a dreamlike experience with full resolution full speed graphics that would be easy to pick up and play.

Having worked on much more complex stuff, it's a lot of fun to start a new project from scratch and make an tiny 3D rendering system. There are a lot of fun challenges trying to fit something in this small of a space that looks cool and runs well. The contest goes until July 19, plenty of time to make something, and there's even a WebGL category.

Features - 3D level rendering system - 3D player sphere with shadow - colorful sky gradient with stars - procedurally generated levels - level increases in difficulty - mouse controls

AI Browser Game Jam 3 just closed submissions with 119 people joined and 85 games submitted.

The jam was focused on AI-assisted browser game development: make a free HTML5 game, use AI heavily somewhere in the process, and submit something playable. Any tools were allowed for code, art, music, design, sound, or other parts of development.

Howdy, I just finished up an intense month of game dev making this game for js13k. You can play it live in your browser and it even works nice on mobile. This was made for a game jam so the gameplay is still very basic but I hope something I can develop into a more complete experience. Please share your feedback if you have any!

Howdy, I am excited to share my new 13k game with you all. This build is identical to the 13K version with extra support for touch and gamepads.

Everything was written from scratch this time including a custom Webgl2 rendering pipeline. The graphics are all created procedurally when the game starts including trees, rocks, signs, and even the track itself!

The code is up on GitHub for people to learn from, I may clean up the source and release with an open source license if enough people are interested. I hope you like it.

Howdy folks, I'm back with another writeup. This one is 3 years in the making but I finally finished it! It's all about how I made one of my best games and also fit it in a super tiny footprint. I am very excited because the next JS13K is starting in a few days. I hope this inspires you to give the contest a shot, it's a ton of fun!

There have been so many updates to LittleJS recently, this post highlights some of them including the massive sprite rendering speed increase up to 400,000 at 60fps on my computer. I also completely reworkd the logo with feedback from the community. Mostly though this post is to announce the LittleJs game jam that starts on November 11. Peace!

I collaborated with a band to make a special game for their new single. It's like an interactive music video that you can play in browser on desktop or mobile. I made it with vanilla js and webgl using my open source game engine LittleJS.

With ray casting engines for each column of pixels you cast a ray and collide it against world geometry to see what it hit and where.

With this engine, and most modern 3d engines you apply a transform to 3d world space points to get a screen space point. You also need to sort objects by distance or use a z buffer.

I think there is a middle ground of many indie games I see on steam that are much larger then they should really be.

As a dev, one problem I saw often is UE4 is massive, well over a hundred meg for just the base engine.

Ok, I just tried it. Removing every Math. and adding let{cos,sin,PI,min,max,tan,atan2,abs,ceil}=Math; to the top. It worked better then I expected, though it is still 1 byte larger then without. Could potentially be a win in some situations.

Do you have an HD monitor? If so the game is in HD. Many tiny games and demos like this are rendered to a smaller canvas and will either not stretch to fill your monitor or are rendered at a lower then HD resolution.

You could do that, but it would not compress as well. For example the word const is not use anywhere in the 2k version, while Math. is used about 40 times so it becomes essentially free when compressed.