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
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
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
For the “cool stuff that's totally useless” series, I'm creating an extension that turns your browser into Grandma's TV
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…
🙌🙌🙌
A simple platformer engine built using my JavaScript raycast library.
The library: github.com/triqui/raycast2d
Stay tuned.
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.
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
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
I'm trying out a few formats for very quick tutorials, and I find this one interesting.
What do you think? Pease watch it.
youtube.com/watch?v=EpnaoT2n…
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
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
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
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
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
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…
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…
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
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
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











