Italian geek and PROgrammer, currently in trouble with the 101 games challenge.

Venice - Italy
Joined July 2008
A couple of days ago, I showed you the game on itch; now you can check out the tutorial on the blog. Samegame, rendered with @nacatamalcore: Mega Drive dithering, a CRT tube and art painted entirely in code, with the full TypeScript source. bit.ly/3VTEq61
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SameGame, now with a 1997 look. Same headless TypeScript engine that runs my Phaser 4 version, brand new renderer: @nacatamalcore, a WebGPU engine built for the SNES-to-GameCube era. Mega Drive dither and CRT tube effect. Play it + source code: triqui.itch.io/samegamenaca
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Wow thank you ❤️
Kenney Shape is now FREE! (and it'll remain free, forever) ✨ Previously a paid tool, I'm releasing it as a gift to the community. Today's update will be the final one, with no further updates planned. That way I can focus on new software & projects! kenney.itch.io/kenney-shape
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For the “cool stuff that's totally useless” series, I'm creating an extension that turns your browser into Grandma's TV
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Proud to be an inspiration 💪🏼
Finally done publishing three submissions in the #wavedash category @portner @franzwarning @kylerblue of the great #js13kgames game party! It was a lot of fun! Thanks @end3r @ania_kubow and @triqui for always being such wonderfully inspiring people! By the way in case anybody wants to try them out they're live at: wavedash.com/games/unicorn-p… wavedash.com/games/unicorn-d… wavedash.com/games/unicorn-s… 🙌🙌🙌
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A simple platformer engine built using my JavaScript raycast library. The library: github.com/triqui/raycast2d Stay tuned.
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If you're into game development, raycasting keeps coming back. I wrote a small JavaScript library that answers one question: what does a ray hit? Zero dependencies and 10 examples to get you started. triqui.github.io/raycast2d/e… Test it and give me feedback.
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Meowdoku is a hit cat puzzle: one cat per row, column and colour region, and no two may touch, not even diagonally. I rebuilt it from scratch in a few lines of vanilla JavaScript. Commented source code: bit.ly/4gIwblc
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Circle Chain was my first Flash game, back in 2006. Twenty years later, you can play the same game built with Phaser and TypeScript. triqui.itch.io/circle-chain
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I'm extremely proud to be a judge for js13kGames once again this year. Let's go! I can't wait to play some awesome games! Thank you for the opportunity, @end3r!
So cool to have Emanuele Feronato @triqui, author of game development tutorials, as #js13k 2026 expert! js13kgames.com/2026/experts#… #gamedev #gamedevjs #HTML5 #JavaScript #Phaser #tutorial
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The cube in Geometry Dash always lands perfectly. It’s not rigid-body physics: the spin is cosmetic. The hitbox never rotates: the game snaps the angle to 90 degrees on landing. I rebuilt it as an HTML5 game in Phaser 4 + TypeScript, with my own physics. bit.ly/4waqO3q
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Today, my blog turns 20! 🎂🎂 From the golden age of Adobe Flash in 2006 to WebGPU and 3D browsers in 2026, it’s been a wild ride. No self-praise today, just a huge THANK YOU to the dev community and a quick trip down web gaming memory lane: bit.ly/4dJiy2n
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Spears N’ Coins is a HTML5 fast-paced endless runner powered by Phaser 4.1 and TypeScript featuring procedural generation and pixel art parallax scrolling starting from the Create Phaser Game app. Full source code available. bit.ly/4upTt3K
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Phaser 4 has arrived, bringing a fresh foundation for modern web game development. Learn to set up a brand new project using the official Create Game App, powered by Vite and TypeScript bit.ly/48Dbi6q
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Headless SameGame engine written in TypeScript, featuring generic tile type (T), flood-fill region detection, 4-direction gravity, normal or endless mode. Tracking removed, moved, shifted and spawned tiles. Commented source code with a lot of examples. github.com/triqui/samegame-e…
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I just released FloodFill2D: a lightweight TypeScript utility for flood fill on 2D grids. Useful for tilemaps, match-3 games, region detection and more. Demo: triqui.github.io/floodfill2d… GitHub: github.com/triqui/floodfill2…
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Clean, fully paginated level selection system built in Phaser 4 with TypeScript, featuring horizontal drag, direction-aware snap, mouse wheel and event-driven thumbnails. Complete source code available for download, ready to use and extend bit.ly/46vzOp8
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HTML5 platformer engine inspired by "Be Brave, Barb", built without physics. Hero walks along a perimeter, switches between four gravity directions, and reattaches to surfaces using CCD, driven by pure geometry. Phaser 4 + TypeScript source code available bit.ly/4aAeeAO
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A dense grid hides simple shapes. This JavaScript example uses a greedy algorithm to extract the true external perimeter from binary grid data, collapsing hundreds of cells into a geometric outline. Then,rendering, collision and movement, becomes simpler - bit.ly/4tl30ZF
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