In my last post, I talked a little bit about Gitment and how you could use that library for using GitHub Issues for comments on your blog. In this post, I am going to share with you how you can add Gitment to your Hugo blog. If you are not familiar with Gitment, it is a small JS library that leverages GitHub Issues for storing comments on each post.
Some key things to note about Gitment:
With the new year, I decided to explore new ways of handling comments on my blog. In my research, I happened to come accross Gitment . Gitment is a small JS library that leverages GitHub Issues for storing comments on each post.
Some things to note about Gitment:
Each post will have a seperate matching GitHub Issue. Users have to be logged into GitHub to post a comment. Even though this is an ask on the users for leaving a comment or question, signing up for GitHub is easy and free.
It has been more than a year since I have posted any content to this site, and with the new year beginning I want to remedy that. Looking back, 2019 was quite a busy year and this blog just kept being put on the back burner. Between taking classes for my Masters Degree, the promotion at work, the side work I was doing for Zenva, GameDev Academy and Phaser GameDev Tutorials, and the time with my wonderfull family I had a little time for much else.
Phaser 3 offers a fantastic Webpack project template that makes it easy to start creating games right away. This template uses Webpack Dev Server , which provides live reloading while working on your game. It will also bundle all of JS files into one file once you are ready to deploy your game.
However, one thing that is missing from this template for me is support for ES6 and other newer features of JS.
My new Phaser 3 tutorial on creating a Phaser 3 template is finally live on Game Dev Academy.
In this tuorial, I show you how to create a Phaser 3 template that you will be able to extend and reuse in future Phaser 3 game you work on. In the tutorial, I show you how to:
extend the basic Phaser 3 template adding a Boot scene adding a Preloader scene In part 2 we will wrap up the tutorial by covering the following topics:
My new Phaser 3 tutorial on creating an offline first game in Phaser 3 is finally live on Game Dev Academy.
In this tuorial, I show you how to turn your Phaser Game into a Progressive Web App. In the tutorial, I show you how to:
add a service worker cache assets manage your cache assets how to allow users to add your game to their home screen You can checkout the tutorial here: https://gamedevacademy.
After working with the Hugo static site generator, I’ve decided that I wanted to move my blog over to this template.
For the most part, this should be an easy transition since all of the blog files were already Markdown files, but with the transition, there could be some small issues.
Hopefully this will be a smooth transition, and I hope you like the new site design!
My new Phaser 3 tutorial on making a dialog modal plugin in Phaser 3 is finally live on Game Dev Academy. This is the second part of the tutorial.
In this tuorial, we pickup were we left off in the first tutorial we focus on the following:
adding logic to for a close button on the dialog window add logic to show/hide the window add logic to show dialog add logic to animate the text You can checkout the tutorial here: https://gamedevacademy.
My new Phaser 3 tutorial on making a dialog modal plugin in Phaser 3 is finally live on Game Dev Academy. This is the first part of the tutorial.
In this tuorial, we focus on the basics of creating a plugin that can be reused in all of your Phaser games. We then move on to creating our basic plugin, and then we wrap up the tutorial by getting the plugin to render our dialog window in our game.
My new Phaser 3 tutorial on making a multiplayer game in Phaser 3 is finally live on Game Dev Academy. This is the second part of the multiplayer tutorial.
In this tuorial, we pick up were we left in part 1, and we start adding the client side logic for adding players to our game. We then move on by adding the logic for player input and finally we wrap up the game by adding some collectables for the players to collect.