So, I can take a small break, since I put together my skeleton.

Time to talk about

I only found a few toots here, so I figured, you might want to learn more about why I'm so eager to engage in it.

js13kgames means:
Using , build a in max.

It's doable. It's a challenge!
If you take a look at the previous entries, there's a lot of creativity.

Oh, and the code is Open Source.
You can study and learn from it.

In previous years, Andrzej / end3r even put everything on USB pen drives and shipped it to the participants.

Now, GitHub and others are advertising the competition (see for last year, for example), the number of participants rushed, so it is no longer doable financial-wise.

Even t-shirts are only awarded to the top100. It's possible to send some money to buy one (and support his efforts). I do it since years.

Yes, my games in the previous years are kind of crappy.

I consider it R&D (Research and Development).

See is not something I have training in. I learned most of it on my own.

I don't have intentions to head into it carreer-wise (because the competition is fierce).

But it's fun also.

In fact, will teach you so much on optimisation and performance.

Unlike other hackathons, you don't have 24-48 hours here. You have a _whole month_!

That means, it's enough time to do some research, look at different libraries (this evening, about two hours from now, some maintainers will introduce you to their code) and categories.

You can focus on desktop, mobile, have multiplayer if you use the server skeleton they provide or even go VR.

There are some extra awards in certain categories.

Sadly, looking at those extra categories, namely and feel like and riddled. I won't participate.

sounds somewhat interesting, but they only accept and at the moment. I communicated several times, that this will put it out of question to me.

So what to do with the extra time?

I usually head over to different sites like Dribbble to look for some moods I want to go after.

Or consult a thesaurus for the topic (this year, it's about ).

One decision might be about the genre.

But I usually start with setting up a git repository (I gave up on GitHub for this already).

It's a controversy topic, but I plan to also add a (Game Development Document). It poses me some questions that spark my creativity. I don't have plans to monetize my game.

But thinking about some questions like story, player, opponents etc. aid me.

You can look at previous years and find by different participants.

Mine are quite technical, so I started to write a journal and add screenshots of current state a few years ago. That helps better understand my thought process.

It's not set up yet, but will appear in the repo later today.

Guess what?

is often taking part during the summer vacation. We will be on holiday this year as well.
(I'm so much looking forward to it).

Meaning, laptop is going to stay at home. Family and everything.

So will I loose some time?

Luckily, Android is somewhat Linux as well. We have some apps there.

My favourites here: and .

Termux allows me to use and to keep code on my device.

It even allows you to use some runtimes, so I can use tooling (but I forego this for most parts).

Markor has an option to render HTML. So if I edit code in Vim, copy it over to a place I can access using Markor, I can code on my mobile and have a preview :-)

Then back online (not a given here in Germany …) I can push my code back up and pick it up on my laptop once I'm back home.

This works the „easiest” if I have everything inlined in HTML. No reference to CSS or JS, but use <style> and <script> (without src).

Lastly, I started to roll my skeletons into a custom domain ( - do not bookmark yet, because the pages will move into different paths, once I get back to apply some SEO 🙄).

This also means to assemble JavaScript on the fly.

Turns out, I personally roll best when using Objects and Functions.

I omit classes if possible. is nice and well understood, but it takes more space. Which is critical in . Instead, having data and means to manipulate it turns out to be way more efficient.

Given the size constraint, you can't have much complexity, which might be a reason to go OOP.

Mentioning @vanderZwan because it will get more interesting going forward now

@vanderZwan Data structures such as are really shining here.

It even gets stressed in (Enterprise Architecture Patterns).

However, the Redux library itself is too big. Luckily, they describe their architecture, so it is straight forward to reimplement it:

Actions, reducer and store and you are ready to go.
Middlewares and combineReducer can be dropped.

Side effects could be invoked after each dispatch (as part of the Store class).


So if I have data and functions, I can build an interface.

It took to kick of the way how I want to do it. Namely the add, render and applyToDOM functions described there.

Combined with Redux, this is powerful.


· · Web · 1 · 0 · 0

If I take it a step further, I can use form inputs to accept the information, that make games special. Put them into a Store.

And generate code.

Yes, there are ways to do this proper with and everything.
But hey, this is JavaScript :D

You can create functions on-the-fly, e.g. using the Function constructor.

I'm going the route of assembling a <script> on-the-fly. That is, having the code as string.


Now, if you call Function.prototype.toString() you can see the whole implementation as string. This will break all closures, so you might need to include more that just the public API. But FP leans towards many small functions. By using function declarations (instead of function expressions), hoisting might play into your cards.

Then, you „just” need to take care for the data separately.


According to the naïve approach of using innerHTML won't work. JavaScript will be injected, but not executed.

Instead, applying allows you to use a DocumentFragment, that can be inserted into the DOM and run the JavaScript.

So if I put everything into an iframe, I can have a preview next to the forms.


By using Redux I can have easy debug by offering controls, to set up the game environment in a way I want. Then I can hack to my pleasure.

Since Redux is based on JavaScript primitives, it is JSON-serialisable. I can put it into localStorage and have a save button.
I can offer Redo and Undo thanks to Actions.

I can even go so far and have the state replay over the network (multiplayer!)

Betting on the frameworkless movement ( ) has a drawback:

the DOM is edited quite often. Attached event listener would lead to a memory leak.

But there's a way out!
jQuery (no, hear me out!)

jQuery encouraged you to use : register and event handler not on every element, but on some further up the tree.

So if I register with document.body, I can catch almost everything. Looking at the allows me to decide what to do.

By coming up with a clever HTML API using data attributes ( ) allows me to declarative control the experience.

I can use this for transitions or key bindings.

Oh, and don't support only. For example, the French keyboard layout will make those players cringe.

Next to arrow keys (and on-screen buttons) is recommended:

Maxime / Xem is a person to stay close to. He assembled a lot of research and code gulf, that will teach you new tricks.

The tweet also mentions to come up with a demo as soon as possible so to gather feedback by others who play it.

I try to support Desktop Firefox and Chromium as well as Android mobiles and tablets (using Firefox).

By using event listeners on document.body I can dispatch actions on the store and then have the data take care of the UI to update.

Something I learned to value are to think of the UI as in terms of scenes. Like in a theatre.

I believe, taught me this.

Have every view (like you might say in Android or iOS) be a scene with things to put in.

I collect some minimal information like username and single or multiplayer upfront and then launch the game.

My personal niche: .

Most games are written in Canvas API with PNG tilesets and everything.
But those expose no APIs whatsoever.

I want to look into building accessible games. SVG has <title> and <desc> to put text in.

Plus, CSS allows me to take care for transitions and animations (something to implement in Canvas on your own or by a library).

I haven't looked into however. Opening the respective frameworks make my fan spin. Nope. Not even trying to use them with this hardware.

And with this, I think I will wrap it up for today.

Plenty of ideas.
If you interested in something especially, let me know and I'll explain further.

(Sorry to people for spamming the local timeline)

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