Blog - Firenibbler Studios

The latest and Greatest from Firenibbler Studios

Tag: HTML5

What it’s like making a game in only 13kb.

Making a game can be tough. You need art, fun mechanics, sound, and often much more to make a fun and entertaining. With all this focus on the game, optimizations often come second. Unless of course, you entered a competition where size is key.
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What are the best resolutions for your HTML5 game?

Hello everyone, I have had multiple people ask me what the best resolution for their online game is, and the answer is, it depends. Online games have a unique problem of choosing the resolution for your players, instead of matching it to their screen. Of course, there are many ways to match a resolution to a screen in HTML5, but many games don’t have the option.
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Best performance tips and tricks for your HTML5 Canvas games!

Canvas is laggy, often for the stupidest of things. Today I will go over some tips and tricks for improving the performance of rendering to the canvas, and debunk some myths about getting a higher FPS. Being able to squeeze an extra couple of FPS out of your game can often be the breaking or making point for performance. Some of these techniques can be harder to implement than others, but hopefully you will be able to optimize your HTML5 games for the best possible performance. So, here we go!
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JS Collision detection Cheat Sheets! learn AABB Box, Circle, and Point detection.

One of the biggest problems I have had when making a game is collision detection. I know most engines these days support is, but what if you are using a graphics engine? Or no engine at all? It can be near impossible to find all the algorithms to test every collision you might need! That is why, I have patched together all the functions I use on a regular basis to create a cheat sheet of sorts to help other people find the resources they need.
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HYPERJS, New HTML5 game library!

Hello everyone, Sorry I have not been keeping up with my posts lately, however, that is because I have been working on a new game engine called HYPER JS. It focuses specifically on more complicated arcade games, but works great with most advanced 2D games. The reason I have created this is for people who use libraries like Phaser, and ImpactJS. They are good game libraries, but they are huge and often have a steep learning curve. They could do things much better to balance user control, and library control. HYPERJS is a small, lightweight, library that will work well for mobile, desktop, and tablet gaming.
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