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Mikkel Staunsholm

One Sense At A Time

Posted by , 27 July 2013 - - - - - - · 522 views

"Basically, whenever you enter a mirror, the world is reflected, but your motion continues." (http://awesomegameideas.tumblr.com/post/48815055810/idea-2-mirror-platformer)

I don't know why, but this sparked the following idea:

How about a game where you can only use one sense at a time? So you can see see but not hear or feel, you can hear but everything is pitch black or you can feel the rumble of the controller but nothing else.

Smell og taste would probably be too grose to incorporate :-)



Posted by , 27 July 2013 - - - - - - · 439 views

Playing around with a prototype of something I don't really know what will be. Currently you can jump around between some bubbles with your own bubble... Hmm, maybe if I could get the feel of soap bubbles (stickiness, surface tention etc.), then something could come of this...

Technically this is also to prove to myself that canvas performs very well in all newish browsers, even some mobile. So far this is actually "playable" on the ipad1, might change when more logic and "action" is incorporated.

Also I started doing a multiplayer version (node.js / sockets.io) since this should be an ideal candidate for doing something that actually works, since predictability should be very high. I'll update if it ever works, especially interested in something that works on a 3g connection.

Here it is. Sometimes you get stuck in the beginning, just reload. And no, you can do nothing but jump around. Should work on touch devices as well:


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Birthday invitation game

Posted by , 25 July 2013 - - - - - - · 550 views

Very crude, but serves it's purpose. A game made when we invited people for our son's 5th birthday. He loves Mario, so the graphics may show some resemblance :-P

Runs in most browsers, but needs something newish to work well. A small amount of care has been taken to make it work on touch devices (probably not on surface tablets, since the touch api is different there).

Engine is pixi.js (rendering via webgl if present, canvas otherwise)
Sound is via soundmanager2

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Here's the link:


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