HTML5

  • Most Topular Stories

  • Working with Channel Messaging APIs in HTML5

    HTMLGoodies.com: Your source for HTML, CSS, JavaScript and Web Development Tutorials and Primers!
    23 Apr 2014 | 3:08 pm
    This article walks web developers through the basics of working with the channel messaging APIs in HTML5.
  • Designing a Game Combat Engine – Part 1

    Steel Pinjata
    Serge
    13 Apr 2014 | 7:28 pm
    I’m taking a break from the technical stuff for a while and taking a look at game mechanics and the game combat engine. The fun stuff. After some spreadsheet jiu-jitsu, I came up with a basic combat model, which I think is feasible as a ‘version one’ effort. It is based on the following assumptions:Only two combatantsClose quarters combatOne combatant attacks firstCombat roundsCombat stops when one combatant is deadCertain character attributes (such as Strength, agility and armour rating) affects the outcome. Two CombatantsTo keep things simple, combat will involve only two…
  • 10 WordPress Design Mistakes to Avoid

    HTMLGoodies.com: Your source for HTML, CSS, JavaScript and Web Development Tutorials and Primers!
    16 Apr 2014 | 5:06 pm
    In this article we look at ways of customizing the Moboom interface for the desktop, tablet, smart phone and special phones like the Blackberry.
  • Fast

    html5 games
    Rémi Vansteelandt
    2 Apr 2014 | 11:44 pm
    Try to drive your car as long as possible in 4 fun game modes: free ride, challenge, time attack, and no crash. Choose your car color and settings, and hit the pedals! Can you top the leaderboards? The game is also playable on mobile devices. Controls: mouse or keyboard
  • 4irpucks by Jack Cannon, et al

    Chrome Experiments - Recent Experiments
    24 Apr 2014 | 11:01 am
    Built as a final-year project at the University of Kent, 4irpucks is a web-based, 4-player air hockey simulation game. Players can share the link with their friends and play against them online, or play a selection of 4 AI, each of whom play in a slightly different fashion. There are also 4 game modes, including the traditional "first to 7 goals wins" and a mode where scoring earns you a point, but conceding loses you a point. Created by Jack Cannon, Steve Farrugia, Will Helme, Tom Price.
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    html5 games

  • Fast

    Rémi Vansteelandt
    2 Apr 2014 | 11:44 pm
    Try to drive your car as long as possible in 4 fun game modes: free ride, challenge, time attack, and no crash. Choose your car color and settings, and hit the pedals! Can you top the leaderboards? The game is also playable on mobile devices. Controls: mouse or keyboard
  • Cosmics

    HTML5 Player
    7 Oct 2013 | 10:18 am
    Cosmic alien invaders are only a few steps away from achieving their evil designs, and you must step into the shoes of the hero to prevent the doom. But then, there are more people shooting for the hero’s role! However, since there can be only one hero, the others have to line up as spectators, and are left with balloons that they can use to fight the invaders. The best they can do is to stay alive, as a single dying spectator will settle to the tail end of the next queued up hero. Developed by: Stefan Hartmann
  • Dragon Dash

    HTML5 Player
    6 Oct 2013 | 12:16 pm
    If you have been looking for a cute and interesting HTML5 game, then look no further than Dragon Dash, a pretty colorfully packaged offering where you control a chubby dragon, supposed to fly through the level. You need to control the flight of this dragon, avoiding certain things, and catching up some goodies. However, you’ll have to keep away from the screen borders, and the erratically flying. But then, the power ups and interesting goodies that lie in your way will keep you interested. You might never enjoy controlling the flight of a dragon as cute as the one in this game, so hook on.
  • Missile Game

    HTML5 Player
    6 Oct 2013 | 10:16 am
    If you are bored of the usual offering of HTML5 games, here is one that will refresh you. The missile game puts you in a dynamic atmosphere where the screen moves forward, through rings and moving cavities. You get the eye level view of the whole scene, and need to ensure that the progress forward happens without you bumping into any barrier. The black and white presentation of the screen, coupled with the sense of reality as rendered by the perspective, make for amazing game play. So, how long can you survive? Click here and see how you fare in this amazingly special new HTML5 game.
  • Follow

    HTML5 Player
    5 Oct 2013 | 11:22 am
    Here’s a game that will make you go red with rage; that’s how difficult it is. You are in control of a little shape, and there are many other shapes trying to get in touch with you only to blow you up. There’s no ammo, and you have to collect it on the way to be able to slay your enemies. To make matters worse, you only get to kill specific shapes with particular ammo, and different kinds of ammo are scattered on the screen. So, a pretty difficult proposition to manage, but a riveting one at that. Developed by: Ben Anderson
 
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    Chrome Experiments - Recent Experiments

  • 4irpucks by Jack Cannon, et al

    24 Apr 2014 | 11:01 am
    Built as a final-year project at the University of Kent, 4irpucks is a web-based, 4-player air hockey simulation game. Players can share the link with their friends and play against them online, or play a selection of 4 AI, each of whom play in a slightly different fashion. There are also 4 game modes, including the traditional "first to 7 goals wins" and a mode where scoring earns you a point, but conceding loses you a point. Created by Jack Cannon, Steve Farrugia, Will Helme, Tom Price.
  • Tether by jonobr1

    23 Apr 2014 | 11:53 am
    Tether is an interactive web application created by Jono Brandel in collaboration with Plaid (Andy Turner and Ed Handley). The track is accompanied by a series of graphic shapes that gradually evolve as the music progresses; you can manipulate what you hear by clicking and dragging your mouse — or, if watching on your smartphone or tablet, touching and dragging on the screen.
  • George & Jonathan III by George & Jonathan

    22 Apr 2014 | 10:19 am
    For our third full length album, George & Jonathan III, we decided to let you see all the notes we used to make our music. Every song features custom visualizations that show individual instruments as they play, all in real time.
  • FastKat NEON by Andrea Doimo

    21 Apr 2014 | 11:09 am
    The previous FastKats had you avoiding obstacles, this time you have to run through various objects to gain speed, all inside a minimalist, glowing colorful world.
  • DollyZoom.js by Alvaro Santamaria

    18 Apr 2014 | 1:51 pm
    DollyZoom.js is a playful, interactive experiment aimed to show the cinematic effect known as "dolly zoom". As a side effect it will also help you understand the photographic concepts of "dolly" and "zoom" separately, and why framing using your feet is not the same as framing using your camera zoom.
 
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    Steel Pinjata

  • Some Design Would Be Nice

    Serge
    16 Apr 2014 | 10:45 pm
    After some feverish activity on the dungeon editor and game engine, my thoughts have returned to the more sedate realm of design and architecture. No smoking jackets or pipes required, just thinking time.So far, I have a few pieces of work that could be added to the game, but things are a bit all over the place. Tyrus or Rikulo, which does what, do I need two servers… All these questions need to be answered  before the game can progress as a whole. Needless to say, as this is a fun project with zero budget, there is no project manager riding me to do things in a predictable and orderly…
  • Designing a Game Combat Engine – Part 2

    Serge
    13 Apr 2014 | 10:08 pm
    Continuing on from part 1, I will talk about about what are known in gaming as ‘modifiers’ . They are known by various names like weapon modifiers, armour bonuses, to-hit bonuses, weight penalty, and so on.Game mechanics, under the hood of most role playing games, involves around defining the ‘final value’ of some object or action. This ‘final value’ is often based on a ‘base value’ which is then translated by a ‘modifier’. These may seem like useless abstractions, but in fact help reduce the complexity of the development of the…
  • Designing a Game Combat Engine – Part 1

    Serge
    13 Apr 2014 | 7:28 pm
    I’m taking a break from the technical stuff for a while and taking a look at game mechanics and the game combat engine. The fun stuff. After some spreadsheet jiu-jitsu, I came up with a basic combat model, which I think is feasible as a ‘version one’ effort. It is based on the following assumptions:Only two combatantsClose quarters combatOne combatant attacks firstCombat roundsCombat stops when one combatant is deadCertain character attributes (such as Strength, agility and armour rating) affects the outcome. Two CombatantsTo keep things simple, combat will involve only two…
  • A Simple Application with Rikulo Stream

    Serge
    8 Apr 2014 | 8:33 pm
    This is a very simple example on how to use Controller classes using Rikulo Stream, as a lot of the samples of the web tend to use anonymous functions to do everything in a single file. This is good for getting started, but not so good for a real project. I use Intellij instead of the Dart Editor, but the project layout is identical.First things first, so I’ll  start with the key parts of the directory structure: <Project>/web – this is where the HTML and RSP pages go, as well as CSS, images and so on. <Project>/web/webapp – this is where the Rikulo…
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