Posts Tagged ‘playcanvas’

Lamb Cannon Submitted

Posted by (twitter: @daredevildave)
Sunday, April 19th, 2015 9:00 pm



Just about managed to get LAMB CANNON submitted. A few last minute changes including screen shake, fixing last minute audio bugs and making it twice as hard…

Really pleased with how it turned out. My best LD entry yet by far. PLAY IT NOW!

Now to bed…

Lamb Cannon

Posted by (twitter: @daredevildave)
Sunday, April 19th, 2015 9:04 am



Coming a long nicely. Latest build has scores and progression. TRY IT NOW

First Playable

Posted by (twitter: @daredevildave)
Saturday, April 18th, 2015 11:42 am

Not much to look at for the moment, but the basics are there.

Use the click and hold the mouse to aim the cannon. Release to fire the boxes. Land the boxes on the 3 platforms to win… Click the pic to try it.


I’m looking forward to getting some graphics into this sucker. Check out my stream to watch it come together:

Currently streaming PlayCanvas development

Posted by (twitter: @daredevildave)
Saturday, April 18th, 2015 6:28 am


PlayCanvas Editor

See the new Editor in action. See the game take shape beneath your eyes!


PlayCanvas wants an #LDJAM superstar

Posted by (twitter: @daredevildave)
Friday, April 17th, 2015 6:00 am

Hey folks,

PlayCanvas [WebGL game engine, game-dev community, makers of TANX] are looking for a Developer Evangelist and I feel certain the ideal person is someone who does Ludum Dare.

We want someone to help us out part-time (at least to start with) to build stuff using PlayCanvas, write about it and help other people build stuff using PlayCanvas.


  • Who is obsessed with game development
  • Can knock out 3D games in a matter of hours
  • Who is addicted to Reddit/Twitter/Twitch/MySpace/YourFace/Whatever
  • Can’t help but talk about game development
  • Able to speak and write excellent English in a coherent blog post
  • Somewhere on Planet Earth
  • Seriously, we want to pay someone to build games and bits of games and talk about how they did it. It’s that good…

    Sound like someone you know? Please email me with CV/resume and links to awesome games you’ve made. Note, you must have experience with 3D game development.

    P.S. I know it’s cheeky using this blog for this so I’ll combine this post with an I’M IN. Using PlayCanvas (obv), and hopefully doing our first live stream on twitch.

    Ora Bolas! – Post-Mortem

    Posted by
    Monday, December 8th, 2014 6:21 pm

    This was my first Jam, and also my first game made with PlayCanvas. I could say I was one of the few people who liked the theme as soon as it was released (“Entire game on One Screen”). I’ve found PlayCanvas just few weeks earlier and was very excited to check its potential. The Jam theme came in good time to make me try the game engine (one screen is all we need to try new engines!). And at the end, I was extremely happy with the result. PlayCanvas is now my primary choice for the next games.

    At the start of LD 31, I thought I had no chance to submit to Compo, for being a first-time participant, so my focus was to make a game for the Jam. Firstly my game was about a boy dreaming to be a ant-sized person, running around a tree (represented by that object currently on the center of the game) – an idea from a quick brainstorm with a friend (Ukka). The player’s objective would be to avoid obstacles running and jumping while collecting items in a forever run game. But I’d probably spend a lot of time modeling. And that was not what I wanted. I really wanted to try the performance of playcanvas with 3D physics. So the idea about collecting falling objects came about. I started with primitive meshes, so I’d just need to replace them later (the spheres were meant to be fruits!). But I’ve spent so much time exploring PlayCanvas API that it was to late to replace the primitives. That’s when I decided to make it a ball collecting game.

    After that, I needed to make the user interface. HTML5 made it so easy! Few hours later I had the UI working as I wanted. Then it was time to put some objective into the game. To make it reasonable, I’ve setup a countdown timer, so people would enjoy the game just for the time it should be enjoyed. It’s, no doubt, repetitive, and I don’t want people to get stressed. 100 seconds was good enough for me. And then, to finish it, I’ve added the counter (number of balls collected).

    The game was still lacking sounds and music. I’d use a song from Robert Del Naja, made specially for LD31, and some sounds from It was all set up, but then I decided to submit the game before the end of sunday. So I removed the sounds/music, and quickly made some sounds with sfxr to put in place. That granted all assets created by me inside the 48h. Hard to believe, but I was ready to join the Compo.

    Time to submit! And a indescriptible relief after clicking the Save button!

    Ora Bolas!

    So, that’s the result: a color-balls collecting game powered by PlayCanvas WebGL engine. It’s really that simple!

    It’s something beautiful to watch if you have a nice soundtrack on the background. You can spend a lot of time looking for the balls eternally falling.


    Game Specifications, Experience and Feedback

    Mechanics: The mouse is the key here. In this game you just need to point the cursor to the balls with the same color displayed on the top-left label to collect them. When you collect a ball, you increase your “score”, which is displayed on the bottom-right label. The game has a countdown timer to challenge the player to collect the maximum balls they can in a specific time. Also, the timer makes the player stop playing before they get bored.

    Aesthetics: The game was meant to be clear and colorful. Colored balls are generated randomly and the background also changes color randomly over time. The balls use just RGB basic colors and its combinations (except black, because it looked more like a shadow instead of a ball): Red, Green, Blue, Yellow (Red+Green), Magenta (Red+Blue), Cyan (Green+Blue), White (Red+Green+Blue).

    Story: Actually, there’s no story for it. It’s up to you to think why are random colored balls falling in a random colored scene with an unidentified rotating object on the middle of it.

    Technology: I’ve used PlayCanvas Designer to setup the scene, PlayCanvas javascript engine to program the game, PhpStorm as the IDE to manage my project code, Blender to model, and sfxr to create the sounds.

    What I’ve learned: Everything about Ludum Dare and PlayCanvas were new knowledge this weekend. And I think I just didn’t get so tired because I was extremely excited about learning. I’ve also learned I can really make games in a few time. I like this kind of challenges! It’s so fun! And people really recognize your effort, mainly if they are also game devs.

    The Good: Now I can say how exciting is participating in a Game Jam, and I can also say how good is to use javascript to program everything (games, apps, sites, servers)! Now I see that a lot of other devs goes to the same problems and also start at the same point (“How am I going to do that?”). I’m a programmer enthusiast, so it was very exciting to learn the playcanvas API in a hurry.

    The Bad: I was not prepared to create sounds or soundtracks. So, to don’t screw up my game, I’ve chosen to leave it without soundtrack. The game without soundtrack loses almost all of its fun. Really, if you’re gonna play, please, prepare some relaxing music and let it playing on the background while you play. You’ll see the difference.

    Boiing! Any playtesters?

    Posted by (twitter: @daredevildave)
    Sunday, December 7th, 2014 1:19 pm

    Having struggled with making anything fun past the neat level transitions. I think I’ve created something with a bit of a challenge.



    But I’d love to get a few people to play thought the 17 (short!) levels I’ve got and see how the difficulty is. Too easy? Too hard? Big spike?


    Please let me know in the comments if you try it.


    The most ridiculous game I’ve ever made.

    Posted by (twitter: @daredevildave)
    Tuesday, April 29th, 2014 4:37 am

    They Launched a Probe!


    It’s not a great experience playing my game for the first time. First thing you need to do? Read a few pages of documentation, learn javascript and remember your vector maths from school…

    They Launched A Probe is a game where you need to program the 3 CPUs on a deep space probe that is trying to scan planets FOR SCIENCE!

    I’m fairly certain that no-one is going to jump through the hoops required to have a go at this game. It’s niche and complicated, but if you do get into it, imagine the sense of achievement of successfully filling up that Science bar, and then sharing your code with other players? (No idea how sharing will work? Maybe a Gist and a twitter hashtag? #probelaunched?)

    I had a great time making it. And I’m pretty sure I’m going to do some more work on it. So I’m not too worried about getting ratings, but still it would be nice to get enough ratings to place so if you do know javascript and vector maths

    have a go. 

    Most games end in an explosion.

    Most games end in an explosion.


    P.S. wondering about the name? It’s from a song by The Winter Olympics: The Winter Olympics – They Launched a Probe

    Once more into the breach!

    Posted by (twitter: @davidfarndt)
    Friday, April 25th, 2014 2:41 pm

    …wait a minute, there’s no breach, there’s just this huge wall!

    Where’s my Semtex?







    This will be my fourth time doing #LD, and like last time, I’m going to take it easy and see where the weekend takes me.


    I’m going to take advantage of Ludum Deals and try out PlayCanvas. Seems like a pretty cool tool.

    Plus, all code will already be on line, so you can follow my progress here:


    Other tools that might be used: Blender, Photoshop, Ignite, NanoStudio


    Best of luck to all participants & remember: have fun, be creative!


    PlayCanvas @ Ludum Dare

    Posted by (twitter: @daredevildave)
    Friday, April 25th, 2014 4:44 am

    We back again. The PlayCanvas crew will hopefully be doing a couple of submissions this weekend.

    But what you’re really interested in is what the graph looks like compared to last time.

    Graph of PlayCanvas's performance

    PlayCanvas @ Ludum Dare


    As you can see, a big improvement last time for our three entries:

    Going Around


    Hungry Self-Eating Centipede


    Looking forward to seeing what we come up with this time.

    P.S. Don’t forget about the PlayCanvas Deal on the Ludum Deals page!

    Going Around – A point and click adventure

    Posted by (twitter: @daredevildave)
    Monday, December 16th, 2013 10:14 am
    Going Around - a point and click adventure

    Going Around – a point and click adventure

    Play it here

    We managed to finish our mini Point and Click adventure called Going Around. It’s based on the life of one of the presenters of video game radio show One Life Left, who have talking about getting there own video game for a while. So we made one for them.

    As is typical, it seems to be working perfectly for me, but as soon as I release it the technical issues become apparent. Firefox in particular seems to crash pretty often when running this game. I’m talking to Mozilla about that.

    Also some people have reported a lot of slowness. I’ll be updating the post-submission version with any optimizations.

    Ann and Nibbles.

    Ann and Nibbles.

    Still, I’m so pleased that we were able to make this game in just 2.5 days. It’s the most complete game I’ve made with any LD submission. Good old PlayCanvas. 😉

    Point and Click Heroine

    Posted by (twitter: @daredevildave)
    Sunday, December 15th, 2013 8:18 am
    Our heroine is taking shape

    Our heroine is taking shape

    A point and click adventure seemed like a good idea yesterday morning. Now I’m not sure sure. But we’ve made a ton of progress.

    Our heroine Ann, is pretty much complete. The quests are in. Mostly we just need to prettify the environment.

    Hoping to get it done before work tomorrow…

    Goat of Justice says:

    Posted by (twitter: @daredevildave)
    Monday, December 17th, 2012 7:43 pm


    Play Rapture Capture

    Wow, that was closer than it should have been. Last minute fixes to the server, crazy audio explosion bugs on Windows, cross-browser compatibility. We did it all, and all in the last hour too.

    But really, I’m just so happy with what we made, and a huge thanks to Philippa, Ben, John, Tom and Simon, who made the artwork and audio and helped with design. Having that talent has made such an enormous difference since our last entry.


    Also, seriously, can you believe this is a browser game, it’s the future! PlayCanvas has come on so much since our last entry.

    They’re coming

    Posted by (twitter: @daredevildave)
    Monday, December 17th, 2012 9:14 am


    We’re down to a single artist from 3, and she’s is working flat out to get everything ready. We’ve lost one team member to noro virus. But our Jam Entry is shaping up to be a real treat, as you can see by the four horsemen here!

    Entering the final stages, putting in the game transitions, hooking up the world server, as there is MMO element(!). Generally hoping that we don’t hit any major hurdles in the next few hours.

    I’m looking forward to sharing this one with you.

    I am become death

    Posted by (twitter: @daredevildave)
    Saturday, December 15th, 2012 4:07 pm

    Play Here


    Who else, but the ultimate villain.

    It felt like slow going earlier on while I was fighting against physics code, but it’s working ok now. And it’s playable. Still loads of stuff to go in.

    I’ve got a whole server to write!

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