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Re-Creating Megaman 2

Using JavaScript & WebGL

Go to the profile of Pontus Alexander
Pontus Alexander
Aug 25, 2016

Automated game system testing using Karma and Travis CI

A while ago I wrote about successes in testing and the ending of that article I talked about getting these system tests to run on Travis CI. Travis CI is a project that offers free build pipelines for open source projects on GitHub…

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Go to the profile of Pontus Alexander
Pontus Alexander
Aug 11, 2016

Phone Browser as Game Pad for your Big Screen Game

A couple of days ago I was spending half a day on a train and after a suggestion from my friend Eric, I decided to see if I could use my smart phone as a game pad for my game engine running on my computer.

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Go to the profile of Pontus Alexander
Pontus Alexander
Aug 8, 2016

Testing Randomness

How do you solve testing when using randomization? Values will by design be indeterministic, so what is a good way of knowing your program is doing the expected thing?

One of my clever colleagues, Orphis, mentioned in the bypassing the other day a tip about mocking…

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Go to the profile of Pontus Alexander
Pontus Alexander
Aug 4, 2016

Recording and Playing Human Input

A few months back I wrote an Input Recorder and an Input Player for my game engine. At the time it was merely for fun, but since I started testing seriously it’s been invaluable.

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Go to the profile of Pontus Alexander
Pontus Alexander
Jul 30, 2016

Complete System testing for Web Games

I’m going to wrap up the last 8 months in a short story to lay the premise.

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Go to the profile of Pontus Alexander
Pontus Alexander
Jul 29, 2016

The Synchronous Promise

In my game engine I have helper methods on objects that receive time that allows you to bind something to them for a certain amount of time or wait for a certain amount of time. Let me show the scene class as an example.

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Go to the profile of Pontus Alexander
Pontus Alexander
Aug 14, 2015

Level markup

I’ve chosen to use XML for level markup. I know that XML has a bad reputation in a lot of circles, but this will not be a post about defending my choice.

For now, each level has it’s own XML document. To create a new level you need at least a <scene type=”level” name=”Bubbleman”>…

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Go to the profile of Pontus Alexander
Pontus Alexander
Aug 3, 2015

First public demo

The other day I held the first public demo. I call this version 0.1. It’s far from complete. Only Heatman’s and Flashman’s stages are playable, but the bulk of the experience is there.

Lagging in the video was introduced by the video capturing process on my Macbook Air.

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Follow the project.

Follow the project.

If you want to follow the project I recommend the following sources.
Go to the profile of Pontus Alexander
Pontus Alexander
Jan 28, 2015
UV maps and tiled Pixel art

UV maps and tiled Pixel art

3D objects today are often built up from a mesh of triangles. To let the object know how to paint a texture on it a UV map is used, which…
Go to the profile of Pontus Alexander
Pontus Alexander
Jul 29, 2015
The Synchronous Promise

The Synchronous Promise

In my game engine I have helper methods on objects that receive time that allows you to bind something to them for a certain amount of time…
Go to the profile of Pontus Alexander
Pontus Alexander
Jul 29, 2016
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