CODE Magazine / Articles

Game Development

Articles filed under Game Development

Articles

Showing 1–5 of 5

  1. CODE Magazine: 2026 - July/August cover

    Roll for Initiative: Building an Offline D&D Character Sheet in a Single HTML File

    Build a fully offline, single-file D&D 5E character sheet that runs in any mobile browser—no server, no framework, no installation required. Jason walks through encoding the SRD's core math as pure JavaScript functions, modeling character state as a single reactive object, and wiring up five UI tabs covering stats, skills, combat, rolls, and notes. Add local storage persistence, a base64 export/import system, and mobile-specific CSS tweaks, and your players are ready to roll.

  2. CODE Magazine: 2020 - September/October cover

    Prototyping with Microsoft Maquette: A New Virtual Reality Tool

    An overview of Microsoft Marquette, a spatial prototyping tool aimed to help designers or developers to mock-up virtual reality (VR) and augmented reality (AR) experiences very fast, before actually building them.

  3. CODE Magazine: 2019 - March/April cover

    Using Custom Scripting and Modding in Unity Game and App Development

    Vassili shows how to use CSCS scripting in Unity to perform functions not originally in games or apps. You can add your own quests, items, and other game elements or alter scripts, textures, and meshes. Go forth and conquer!

  4. CODE Magazine: 2016 - March/April cover

    Integrating Achievements and Leaderboards into Your iOS Game Using Game Center

    While creating a simple little mobile game app, Jason shows us the power of Game Center’s tools.

  5. CODE Magazine: 2014 - November/December cover

    XNA is Dead; Long Live the New XNA, MonoGame

    In this article, Chris Williams presents MonoGame as the modern, open-source successor to Microsoft's XNA framework, enabling cross-platform game development beyond Microsoft devices. He details MonoGame's evolution from XNA, its broad platform support, and offers a practical guide for setting up the development environment, creating basic game projects, rendering text and images, handling input, and implementing animations. Through hands-on examples, Williams aims to empower developers—especially indies—to leverage MonoGame’s capabilities for multi-platform game creation, emphasizing starting small and building foundational skills with this versatile framework.