Excellent stuff Shri, thanks for doing this. It's really good to see some useful stuff explained clearly and in just a few lines. I like how you just showed the really interesting part of the code in the blog, and chose to explain the boilerplate stuff with comments in code instead.
The fact that you do everything with scripts (using wade just as a js framework rather than using the editor), gives your articles a completely different perspective from the ones in our blog, and that's great.
However I wanted to say I had an issue in your Water Wave Effect post - it wouldn't render the water because of this error:
wade.drawFunctions.gradientFill_ is not available in webgl mode
I think it would be very easy to fix by explicitly setting the layer to '2d' mode. You must have some combination of graphics card + drivers + OS that makes you default to '2d', but for most people the default is 'webgl'.
Having said that though, a better fix could be to call Sprite.cache() after setting the draw function for the sprite. Sprite.cache() essentially uses whatever draw function you have, in '2d 'mode, to draw the Sprite to an off-screen image. From that point on, the Sprite is drawn using that off-screen image rather than using its previous draw function, and should work regardless of whether the renderer is set to 2d or webgl. It should also be faster this way, gradientFill takes a bit of time to draw.
Other than that it all seems to be working very well.
Also I think your website looks way better now with the new design. Keep it up!