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Found 75 results

  1. I need to set the X axis as Z and vice versa, so everything should be ZYX instead of XYZ, is it possible ?
  2. Hello, I am a co-founder of a startup, right now we are two people working on developing an app for brain training using a sensor that can measure brain signals. It is a desktop application written in JavaScript using Electron. We have decided that we would like to have a game working inside of the application, that can take incoming signals from the sensor and use them to control the game. For example it could be increasing speed or height as the signal increases. We have been looking into game frameworks/engines to do this. Since we are using JavaScript we would prefer to keep working with that. Electron uses a chromium browser so it also needs to work with HTML5. We have a lot of other things to focus on so preferably we would like to be able to build games quickly and easily, my co-founder prefers not to code so much so we have been looking into drag-and-drop GUI based ways of building games. Like Construct 2, Buildbox, Game Salad, Gamebuilder Studio and lately Qiciengine. We really liked Qiciengine as it is open source and completely JavaScript and HTML but now we found out that it is no longer being developed. I am already getting errors running it with the latest Node version so it does not seem very promising to use without any further development. The game itself can be quite simple, we are thinking 2D and having some character fly in the middle of the screen, going up or down as the signal increases or decreases and receiving points/bonuses based on some score system. I have been a bit concerned with using GUI based drag-and-drop game engines to generate the code as we need the game to integrate well inside of our application and we also need to send in values to control the game, that makes me think that a more code-based framework like Phaser may be a good choice for us as it would ease integration and allow us to have one codebase. On the other hand it may take longer to develop as I would have to write all the code. That said is there anyone who can recommend us how we could develop this game? Would it be ok to use the qiciengine even if it will not be developed? In general do you think it would be hard to integrate a drag-and-drop solution that generates code into our existing application? Would it mean more work in the end as we would have to keep separate code-bases/projects synced?
  3. Time to reveal what is my latest project: https://www.dotworldmaker.com/ So what is it? In short it's a 2D graphical RPG maker directly usable from your browser, which let you create multi player games. You can upload your own art (and soon your music too), change all the game rules, edit the maps, place monsters, create quests, and much more. Who can be interested? Whoever want to create his/her own 2D rpg or just even want to play one. How much will it cost? There will be a couple of options. You will be able to start without paying a cent, but some features will be disabled and available only for payed users. Can I make money with it? Yes you can, as we will introduce premium shops such that your players can spend money on your game. There will be a fee on the sales most likely but you shall get most of the money. Payment for your players and for you will be done via Paypal. Can I create a big game with it? Yes you can create really really huge games, with loads of maps and content. We doubt you will ever reach the limits of our system. Do I need to download something to start? No it's all fully working within your browser using HTML5 technologies (JS and Canvas). No need to download anything neither for you nor your players. Will my game be playable from mobile devices? Yes we do plan to make the games fully playable by mobiles, while the maker will most likely be too difficult to use from a mobile device. When shall the product be ready to be used? You can start already using our product, but we consider it currently as in beta. We plan to have a full product by the end of this year. However our own game will be released only middle next year. Can I save / export my game? We do offer backup and restore of your game data, which you can save on your PC. However we don't have a plan yet to let you export the code to run it on your computer or another server. How can my players access the game I designed? Every game created with our tool is accessible as <your_game_name>.dotworld.me Using this URL your players access directly your game without jumping on our home site. Will you offer some content as start point? Yes we offer 2 different base content you could choose from and use for your own game creation. What about security? We do already have some cheat detection implemented but more will come later on preventing basically most of the player cheating. You can however already try to see what is already implemented and be surprised. Who participate in this project? Currently we are 2 people, an artist creating art, and working on our game, and myself working on the code. What is still missing? If you want to know if you can already use the tool then the answer is yes you can, but we still have loads planned and ongoing. You can check our roadmap for more information: https://www.dotworldmaker.com/todo.html
  4. Hey guys, Just wanted to show my little in-development game engine. I decided to create my own engine as Panda.js didn't got any updates for several months. The goal here is to have a lightweight but powerfull game engine with awesome performances, whatever the device is (ie. Android) while being able to use Canvas+ (so, no DOM is used as Canvas+ doesn't supports DOM). What I've already done: Game config via `config.js` file ; Game scenes ; Ultra-customizable Sprite class that allows to modify everything drawing related ; Mouse events support (click, move, hover, down, release, out) and Drag & Drop support ; Built-in physics engine (made on my own, so a bit hacky/buggy but I plan to fix these issues :p) ; Only redraw what needs to by using a simple variable on every scene children: `needsUpdate`. What I want to do: Implement built-in networking to allow multiplayer games/apps ; Implement UI elements like Text, Buttons, Scrollable panels, Inputs to allow devs to make real Canvas UI ; Fix the overall bugs ; Add some helper classes ; Maybe implement SAT.js for collisions detection/solving ; And finally, build the game I started this engine for :). So this is an "ambitious" project that aims to allow doing things other engines wasn't able to offer me. Source code (Gitlab): https://gitlab.com/skyzohkey/PwassonEngine Demonstration: https://skyzohkey.gitlab.io/PwassonEngine Feel free to contribute to the code, open issues if you find them, create issues for suggestions too. Or simply leave a message here. Thanks for reading, I hope I'll be able to drive this project the right way.
  5. How can we control engine or canvas screen resolution? Can we with lower resolution get betther Frams per seconds? Can se set fulscreen with resolution 800x600 or 1280x1024 If yes, how can we do it?
  6. Hello community , I follow this engine for long time . and i would like to ask you question Does it sound logically that means something you will use ? The Idea: to take this engine API and build c++ backend for cross platform use mobile / desktop . keeping the JAVAScript API with native back end , using something like http://duktape.org/ as wrapper (fast none vm ) and option to use the c++ API directly and the design will be the same as Phaser API . ( c++ function that looks like phaser functions naming conventions ) what do you think community ?
  7. Hello, I've tried a couple different event listeners, to no avail. In a "simple" (i.e. non-ASP.NET) page, it works just fine, engine starts, I can build a scene, no problem. However, when I embed my canvas in an ASP.NET MVC partial, then try and start the engine, I get "WebGL not supported". The script is in the body, renders along with the other partials to Html. Nothing special about that. window.addEventListener('DOMContentLoaded', function() { // get the canvas DOM element var canvas = $("#wizardCanvas"); // load the 3D engine var engine = new BABYLON.Engine(canvas, true); var createScene = function() { // create a basic BJS Scene object var s = new BABYLON.Scene(engine); // connect with partial-provided scene handler (buildScene || (function() {}))(s); return s; }; var scene = createScene(); // run the render loop engine.runRenderLoop(function() { scene.render(); }); // the canvas/window resize event handler window.onresize(function() { engine.resize(); }); }); I've also tried connecting with the onload event. No difference. window.onload(function() { // ... }); Here are my script references, via MVC script "bundles". <script src="/Scripts/jquery-1.10.2.js"></script> <script src="/Scripts/bootstrap.js"></script> <script src="/Scripts/respond.js"></script> <script src="/Scripts/jquery-ui-1.11.4.js"></script> <script src="/Scripts/ExtensionsJS/str-1.0.3.js"></script> <script src="/Scripts/ExtensionsJS/arr-1.0.1.js"></script> <script src="/Scripts/Oimo.js"></script> <script src="/Scripts/babylon.js"></script> <script src="/Scripts/poly2tri.js"></script> <script src="/Scripts/modernizr-2.6.2.js"></script> Is there something about the server-side MVC rendering that is causing problems? And how else would I know that, per se? Actually, I wonder if it is because my script references are in the incorrect order. I'll try that next. Regards, Michael Powell
  8. Hi, Which Javascript based game engine would be best and easiest to make online game based on (maybe) websockets ??
  9. Hi guys. there is this new tool of Rpg Maker. And now with it you can also made game in HTML5. Now i'm testing who is the fastest engine on mobile devices. I played this games on my LG G4 : Made with Construct2 Another game made with Construct2 made with the new tool Rpg Maker MV The results are : first game made with c2 : 4/10; second game made with c2 : 7/10 and third game made with rpgmk 7/10. Now the question : why a game made with the same engine is faster than another ?
  10. I am currently searching for a particle engine for my current game project and just came across Proton: http://www.a-jie.cn/proton/ It looks fantastic - plus - it supports Pixi.js. At least it features a demo explicitely using the Pixi.js engine. Thought this might be of some interest for some of you. Best, benny!
  11. I have map what I made in 'Tiled' this map have two layers 'firstFlor' and 'firstFloorBlock' and mape have a name 'map1' and for make this map I used three tilesets png with names tile1 tile2 tile3 Than I load those stuff in preload.js like a this.game.load.tilemap('map1', 'maps/map1.json', null, Phaser.Tilemap.TILED_JSON); this.game.load.image('tile1', "maps/tile1.png"); this.game.load.image('tile2', "maps/tile2.png"); this.game.load.image('tile3', "maps/tile3.png");And here is the point, I have no idea how to load those things in game in create function map = this.game.add.tilemap('map1'); map.addTilesetImage('tile1'); map.addTilesetImage('tile2'); map.addTilesetImage('tile3'); layer = map.createLayer('firstFloor'); layer.resizeWorld(); layer.wrap = true; var layer2 = map.createLayer('firstFloorBlock');But is a pice of scrap... and not working at all
  12. This board game is available online: http://othellogame.net/revello My focus was on the computer AI. This game has five computer opponents and the champions mode is very powerful, but it's responding fast without making long calculations for the next move! Actually I wanted to develop this game for iOS only, but then I discovered the JavaScriptCore Library by Apple. I was exited, because my JavaScript code in this project works a lot faster than other Othello engines written in C. And the best of all: it can also be used for other platforms! This game is also optimized for mobile devices and I tried my best to create a polished design.
  13. I wanna try to make Heroes 3 like game - Web based. I'm very confused - what game framework should i use for the battle system. I did some research and for now i think that there are two that should do the work. PhaserJS with isometric plugin - http://rotates.org/phaser/iso/ And the other one is Cocos2d-JS. I have none experience with either of them, but it seems that the more popular option is Cocos2dJS. PhaserJS in other hand seems little easy to use and have nice plugin functionality that allows better customization. Also i think to try to make the backend with ASP.WebAPI combined with SignalR. I also think that some of the UI of the game can be created with AngularJS. I don't know guys - what do you think about that ? Am i headed to the right direction ? Do you think it is possible to accomplish such project with those technologies ?
  14. Hi, After writing few times games in different languages (mostly some student projects), I came up with an idea to write my own 2d engine in JavaScript. My main goal is to learn something new (and to have fun with it). Simple project became huge and even lived to see its own sprite-model'ish-animations editor. My problem is performance and not fixed number of frames: 1500 elements stress test: https://jsfiddle.net/uwmktzq6/embedded/result/ code: http://jsfiddle.net/uwmktzq6/ (I tried to remove unnecessary lines of code to improve readability) Conclusions: drawImage function occupies 83% of total script execution time (screen: http://i.imgur.com/zy5SB7s.png) and the frame rate is not stable (~40-60) (screen: http://i.imgur.com/KBNF4V7.png). I'm pretty sure that it's not garbage collector's fault. I would like to mention that i cache every 'shape' and draw it as whole image later because it is faster than painting each shape 60 times per second also in example above i draw everything even if some element is outside the canvas. You probably wonder why would anyone need 1500 objects on screen, well i don't need them but it should be possible to do. For example Pixi can handle (on my machine) 10 000 bunnies at the same time (http://www.goodboydigital.com/pixijs/bunnymark/) and I'm sure they are not using web workers in that example. I even tried to get some hints how to improve code from Chrome's V8 JavaScript engine but results are not stunning. Pre-rendering frames sounds cheap for only 1500 elements so i didn't try it. My question is: are there any tricks to improve performance of drawing images? Or maybe I'm doing wrong something else?
  15. Hi everyone! It's my first post on this forum, but I'm for a longer time just reding posts. Ok, finally I have to ask a few questions by myself. If tl;dr, read just numbered questions (or one of them though) Actually I'm creating a fast-paced 2d shooter (side-scrolled, like soldat - if You don't know this game, take a look at video in the end of post) and finally got few problems. Game is using PIXI.js and uhm.. Was using p2.js, but that library has been superseded by PhysicsJS. Now I still have few problems, that is: 1. I still wonder if PhysicsJS is a good physics library for fast-paced shooter and I'm still thinking about return p2.js or use another better engine. I have read and checked few other libraries (like matterjs - box2d and similar aren't an option because of not plain javascript code). Is there any better option? 2. I have a problem with shooting. I really don't know how to do this. Or maybe otherwise - I have done it, but not the way I want. In p2.js everything is excellent except shooting - If bullets were too fast, collision detection event didn't notice collision beetwen bullet and other stuff. That's a major reason why I changed library to PhysicsJS. Now there is a problem with gravity and shooting. If Bullets are fast, they appear on screen in groups of 4 bullets separated by few pixels. Otherwise they are landing on ground very quickly. How can I do better shooting ? Maybe just in PIXi.js with own collision detection (just for bullets) function ? 3. This game will be a multiplayer. Is PhysicsJS or p2.js a good library to run on node.js? And will sharing few servers (game rooms) on one node.js server (for ex. 4-5 servers for 20 players one) be a good option looking at performance and cpu? Thanks a lot for reply ! As I said at beggining, I'm giving soldat gameplay:
  16. Hi everyone, Since Panda v2 is under development and is not ready for use in production yet, I make a fork and add some newly introduced API to v1.13. Check it out here: https://github.com/pixelpicosean/panda.js List of changes: Replace Animation with the new one in v2 branch.Add "fadeIn" and "fadeOut" methods to Audio, which is also available in v2.Move Vector from physics to geometry module and use it as a better replacement of PIXI.Point.No need to call this.super(); in Scene.update and you can custom its update order like v2 does.Some features like "pixel based anchor" is much harder to add so I did not change. It is made for people who want to create NEW games and worried the code may not work when v2 is released or want to use new API for next serious game. Hope you like it
  17. Hey Everyone, Been working on this for a while, and finally ready to release it into the wild! I've created a 'template' for a Random Dungeon Generator using phaser. Please check it out on my blog, where I also have a live demo of it. Feel free to copy, share, etc the code and ideas, and please let me know if you have any changes or improvements, and I would love to see what games people come up with using it
  18. Matter.js v0.8.0-alpha a JavaScript 2D rigid body physics engine for the web DemoMobile DemoFeaturesUsage DownloadDocumentationChangelogIssues Project PageGitHubCodePenTwitterLicense (MIT) It's about time I opened a thread here for this, since I just released a new version! Matter.js is (another!) 2D physics engine for HTML5 games. Competition is always good It's currently still alpha, but it's pretty stable and performance is very good (e.g. the mobile demo pulls 60FPS on a Nexus 4). Note that it's not a complete game engine or a framework, but it has the components to get started including a game loop and renderer. See the links at the start of the topic for lots more info. Hope you guys like it, cheers!
  19. I've created a game engine for making simple games. I've some examples up at http://playscl.com The engine is hosted at http://structuredcanvaslanguage.com/ The engine itself is a language that is interpreted at runtime by Javascript. It runs on most browsers, desktop and mobile. There are tons of docs and examples and also a developer studio that you can try without signing up. I've placed a LeadBolt ad to run while games load. My plan is to collect developer ad revenue from whatever agency I finally choose and split ad revenue with scl developers. Most ad rev would go to developers. I know there are some features that are needed sooner than later. Like an instructions screen for players and handling different screen sizes. I'll likely add these soon. Any feedback is appreciated. Thanks.
  20. Hi everyone! I'm a newbie in the HTML5 world. I've been developing flash games for 4 years and some mobile games with Adobe AIR (http://takosjapanese.com/). I have a few questions, and I hope that this is the right place to ask them: 1. Is GameMaker the right tool to make comercial games quickly? 2. Is it easy to handle in-app purchases and ads in HTML5 for mobile? 3. Do you guys think there is still space for making money in HTML5 or am I late for the party? Thanks and have a great weekend
  21. The JCHTML5 Engine is a GameMaker: Studio project file that implements a long list of features that are common in HTML5 games or required by sponsors when selling licenses of your games. Unlike some other engines out there, JCHTML5 is optimized for both mobile and desktop. Using the JCHTML5 Engine, you can make professional looking games, fast! The amount of functionality provided by the JCHTML5 Engine is far greater than any other GameMaker HTML5 engine currently available. Also included is a 15+ page manual that has step by step tutorials and explains all the features in more detail. Below is a comparison table: Check it out at the link below if you want to know more. http://www.juicycraft.com/jchtml5/
  22. Hi guys, I am a mobile developer and I am currently working on a multiplatform game engine. In general the idea behind is: "One code, many platforms" The engine should be ready by the end of the year. It will allow users ultra fast coding for many platforms such as Android, iOS, Mac, Linux, Windows (PS4 in the future) with Python or C++. Meanwhile I have published a WebGL based web version on my engine working on Safari, Chrome & Mozilla (javascript). What do you think about this engine? What are you general expectations? What can I do better? How can I make coding faster, better experience for devs? Free engine downloadable here: http://gl.aexol.com/engine/web/ Some examples here: http://gl.aexol.com/livedit/ It would be awesome to hear some feedback from you guys! Take care! PS: Use arrows to drive a Ferrari example:)
  23. Hey guys! First post here; just getting started with HTML5 game development. I've made a Flappy Bird clone using Phaser, but that's about the extent of my knowledge on the subject. I came here because I'm going to need a lot of help to bring to life an idea I have. I want to rebuild the Japanese-style CCG genre in the Western world. (or at least the U.S.) Basically, I need to know two things. First, if HTML5 would be suitable for an online collectible card game, much like Rage of Bahamut or Kantai Collection. Second, what engine would be most suitable for that type of game. Here's a list of basic things that need to be done... Real time-based actions (such as waiting for cooldowns, constructing things, etc)Simple, basic animations (for combat scenes and what-not)Inventorying (people will have numerous cards in their collection)Player-to-player interaction (basically, networking; allows for trades and PvP battles)
  24. Hi there, I already told you about my HTML/SVG game called esviji a while ago in the Game Shocase threads. This first verson works pretty well, but it's only a pet project I developed on my spare time (not a lot), and the JavaScript source code is pretty ugly IMHO. I would like to start working on a second version that would be much better, and try to stop reinventing the wheel. The issue I'm facing is that almost all HTML5 game developement frameworks are closely tied to Canvas, which most games use indeed. But I don't use Canvas at all. My v1 game interface was almost only one single SVG element with sub-elements shown or hidden according to game states/screens (welcome screen, playing, pause, scores, settings, etc.). The v2 interface I'm currently working on mixes plain HTML for most screens, and only the SVG for the "active" part of the game (board and balls). I did this because I want it to be truely responsive, working as well on portrait and landscape, on any device ratio, from 9/16 to 16/9 at least but even more "extreme". So, I'm looking for a framework, or at least a code template/boilerplate, that would help me create a better JavaScript architecture, including: modularitygame states/screensgame loopetc. Any advice or comment?
  25. Hello, I'm ratalaika. I've released a HTML5 version of the well-known Action Script 3 engine Flixel. About Flixel JS is a port of the famous AS3 library Flixel. It has some improvements and also some new stuff like support for SpriteSheets or Tiled Map format parser. It's still new and shiny so you may find some bugs. Features It includes almost all the feature the original one as, like cameras, particles, integrated collision system... But also some new ones! Like Sprite Sheet support, Tiled Map format parser, touch input (for mobiles), tweening, and some more that are under development. It will include a port of the also know Flixel Power Tools by Photonstorm. Flixel JS is thought for people that coded in OOP languages like AS3 or Java. It includes a default inheritance system and a package system. Simple FeaturesIntegrated basic collisionGroupsSoundMouse inputKeyboard inputTouch inputColor utilitiesParticlesText displaySave games and preferencesCamera scrollingTilemap supportTiled Map format parserAdvance Features Record and play backPath findingCamera systems for split screenObject recyclingTweeningSprite Sheep loading for performanceOn Screen game padsBitmap Fonts For more you can check the github page Flixel JS. Also there is a Reddit post.