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Tag Archives: HTML
HTML Canvas What Do We Stand For Game Annotation Tutorial
The HTML Canvas element is great for many types of games especially where you draw your own graphics based on interaction from the user. Today, we follow up on yesterday’s HTML Canvas What Do We Stand For Game Primer Tutorial … Continue reading
Posted in eLearning, Event-Driven Programming, Games, Tutorials
Tagged annotation, canvas, Did you know, email, game, games, HTML, Javascript, mission statement, PHP, planning, programming, project, tutorial
9 Comments
HTML Canvas What Do We Stand For Game Primer Tutorial
The HTML Canvas element is great for many types of games especially where you draw your own graphics based on interaction from the user. Today you may consider our What Do We Stand For “game” to be more of a … Continue reading
Posted in eLearning, Games, Projects, Tutorials
Tagged canvas, Did you know, email, game, games, HTML, Javascript, mission statement, PHP, planning, programming, project, tutorial
7 Comments
Javascript Function Overload Genericization Tutorial
A while back now, when we presented Javascript Function Overload Primer Tutorial as shown way below, we considered an ultimate “dream” scenario … You may wonder, at this point, why this blog posting took so long? Well, the original “dream” … Continue reading
Posted in eLearning, Event-Driven Programming, Not Categorised, Tutorials
Tagged canvas, ESL, external Javascript, game, games, genericization, HTML, HTML5, Javascript, jQuery, modularization, overload, override, programming, sentence, tutorial, word
6 Comments
Javascript Dynamic Function Overload Tutorial
Once you’ve succeeded with a piece of coding logic that is functioning, and you went to the trouble of making it modular, which we feel we did a couple of days ago when we presented Javascript Function Overload Primer Tutorial, … Continue reading
Posted in eLearning, ESL, Event-Driven Programming, Tutorials
Tagged canvas, ESL, external Javascript, game, games, HTML, HTML5, Javascript, jQuery, modularization, overload, override, programming, sentence, tutorial, word
5 Comments


The Hello World starting point makes it easier to separate project setup from asset problems. A useful follow-up would be importing a small sprite sheet and checking frame dimensions, ordering and padding before adding animation logic. Previewing the individual frames first can help identify whether a problem comes from the artwork or from the engine configuration.