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Found 666 results

  1. gemmatch example

    I have been looking at this: example. The columns and rows are positioned starting at the game origin, which can cause the sprites to appear off centre, when looked at relative to the canvas/game border. I have aded a couple of lines of code which [visually] centres the 'gems'. The code lets you adjust the GEM_SPACING and/or canvas/game dimension values, and updates the 'gems' [group] [*correction, each 'gem'] anchor value accordingly. However, what I can't seem to do, is to create a margin between the canvas edges and the 'gem' [group], without breaking the code. All suggestions, welcome. Thanks.... -u Correction above in bold. I don't know why this text has strikethrough applied, or why some of the above text does too!
  2. StickHero Game

    So I'm making my first Phaser game for school. I want to make a game that is inspired by Stick Hero. The only difference is that the platforms are logs. The problem is the first time the player walks the length of the bridge but the second time the player walks the same distance although the bridge is longer. The functions i used are in the attachement. How's the best way to do this or does anyone have an example i can use? Thanks! GameState.js
  3. How would one approach creating a turn based strategy game in Phaser? We have the main update() function, sure, but we're not dealing with moving objects on the screen, rather updating the complex states of various objects in a certain order. Implementing my own customized update function that measures how much time has passed in mSeconds and then performing certain actions comes to mind but it's from the top of my head and I'm sure there must be better ways of doing it. I've been out of the gamedev loop for some time so I feel a bit stupid asking such a (probably) simple question.
  4. Polyflyer Polyflyer is a polygon-based game which is developed from scratched. Typically for arcade games you need to finish all levels. No long text, just try: Controls: Arrow keys, Space and Alt (ingame language is German)
  5. [Phaser] Gumdrop Popper

    Hey all! Knocking the rust off old hobbies, including making mobile-friendly mini games, and gradually building up steam while learning new things. Here's one for the holiday seasons. Gumdrop Popper Compete against your best performance as you try to pop all the sliding gumdrops with precision in your fastest time.
  6. We have been building an interactive, game-based test for a client of ours, and we need a developer to pick it up - starting pretty much immediately. The vast majority of the groundwork and design has been completed, and what we have is a SCORM compliant package (built within Articulate Storyline) with a traditional multiple choice course option, and then the same questions as a set of interactive games that have been developed using the Phaser framework. Knowledge of SCORM is essential for this project. Please get in touch with me if this project matches your skillset and you are available for the next 2. 5 weeks. We are based in London, UK, and our ideal scenario is that the dev would work on site, but accept that due to the short notice this may not be possible. Needs to be someone in the UK or somewhere where there is not too much of a time difference (we have a very tight schedule for this project)
  7. [WIP] Xmas gifts

    Hi everyone, I had an idea for a html5 game, where Santa Claus has a task to gather proper gifts for kids. For example, 8yr old Robert will smile in the topright corner, if he gets a Millenium Falcon for Christmas, but will be sad if he gets a babydoll. Each kid requires five gifts in the cart. Everybody loves chocolate. Santa Claus should not touch bomb. The game is in development phase, but I can finish it in 3-4days. Take a look at the game here: press STARTGAME My question is that what are your opinions about the game. And I also would be thankful If you could tell me how can I convert this game into dollars. Maybe it is good for companies to promote their toys for Christmas, but no idea yet where to start to get in contact with them. Thanks for any answers. Peter Kovacs
  8. Hi, guys. I selling my html5 games templates: 1. Tap 10 Sec - HTML5 Game + Mobile Version! (Construct-2 CAPX) 2. Retro Speed - HTML5 Game + Mobile Version! (Construct-2 CAPX) 3. Save Rocket - HTML5 Game + Mobile Version! (Construct-2 CAPX)
  9. [Phaser]

    Hi, - A massively multiplayer online falling block puzzle game, created using the Phaser game engine. Controls: Arrow keys and spacebar. Current Features: Instant join - only specify your nickname and you're ready to play. Multiplayer. No player limit. Dynamically sized grid with horizontal wrapping. Mistake detection. Sabotage other players by dropping on them. Phase shift into gaps directly below you (hold the down key while your block is being placed). Ingame chat [Enter]. Scoreboard. Facebook: Twitter: Blog: Please give it a try and let me know what you think! Pyre
  10. Hi, and nice to meet you! I'm IƱigo del Valle "Ietsu", a music composer for videogames with a 5 years experience. My style is classical-cinematic, but I can adapt it for anything. I already worked for some indie games, and I am looking forward for more! If you want to listen some of my tracks, check out my portfolio: I usually charge 50$ per minute of music, and 25$ for each additional minute in the same track. You can check the full disclosure of my rates here: Track revision is always free (as long as it's reasonable!). If you want a dedicated musician for your project, no matter what it is, contact me! (Email address in the image linked above). Thank you and have a good day
  11. [Phaser]Bubble Shooter

    One simple bubble shooter with my favorite framework - phaser. I've tried to make it as simple as possible. Link to play: Bubble Shooter Game Link to Android Play: Bubble Shooter Android
  12. Hi everyone im currently making a game for my project and i am a newbie to phaser and i really strugling to learn it. Can someone assist me or help me to build my game? i really appreciate it please.
  13. Hello The set we have prepared for sale includes 1,100 html5 games perfect and awesome This collection of flash games has been sampled and converted to html5 In addition, the games are very compact This is a unique collection. And it's sold to only one person
  14. Collision on map to open Battle

    Hi Phaser community, I'm new to game development and found the source of the game PixelQuest on CodeCanyon. What i would like to do in this game is to add a battle functionality like the one of Pokemon, so on random grass spots there should pop-up a 'battle screen' with an opponent and my own 'pokemon' Hope that someone can help me in the right direction :-) Kind Regards, Mugaru
  15. Hi! I have for the past year been working on a 2d platform web game. The code is written in Javascript/HTML5 without using any other libraries. I now have just about 10 % left of the game, but I don't have much experience in how I can launch and distribute the game in a good way. How do you do it when you have finshed a game that you want many people to play? For example some things I have been wondering about: If a game is written in HTML5, can it then be distributed on Steam? Is there any easy way to convert the JS-code into an executable file that can be downloaded, and in that way protect the code in case I would like to sell the game.
  16. Here is one beautiful chrome extension which allow you to stream your desktop full screeen (or browser fullscreen with f11 to your mobile. Expecially if you enable VR camera in desktop game in chrome browser and want to stream this to your mobile for your VR gear. And you don't need VR extra bloototh convroller because you can play your game with your keyboard+mouse of Desktop PC and get mirror of your desktop chrome to your mobile browser for your VR gear. Even your friends can watch your chat room with password you give them in URL. No extra coding just reuse chrome RTC extension. Mobile browser (chrome,firefox,opera) are receiver of your desktop PC chrome browser (game with VR camera). Greetings Ian
  17. Game Artist Needed

    Hey guys, I'm working on a game for mobile I have finished the prototype but with no art. Art assets needed: character running, cop running and coins. my email:
  18. SVG and audio [SOLVED]

    Hi there, I'm looking for a way to display audio with an SVG file withe a web browser. And I don't know how to do so. I found a thread on StackOverflow but I can't comment it, so I started a new thread. So, this webpage seems to be working with this code: <svg xmlns="" xmlns:xlink="" xmlns:html="" viewBox="0 0 1600 1000"> <defs> <style> :root { background: black } text { fill: white; font: 60px sans-serif; font-weight: 900; text-anchor: middle; pointer-events: none } #about { pointer-events: visiblePainted; } a { fill: #4096EE; } a:hover { text-decoration: underline; } .button:hover { filter: url(#huerot80) } .button:active { filter: url(#huerot50) } #about { font-size: 12px } </style> <filter id="ds"> <feGaussianBlur in="SourceAlpha" stdDeviation="3"/> <feOffset dx="2" dy="2"/> <feComposite in="SourceGraphic" operator="over"/> </filter> <filter id="huerot80" x="0" y="0" width="1" height="1"> <feColorMatrix type="hueRotate" values="80"/> </filter> <filter id="huerot50" x="0" y="0" width="1" height="1"> <feColorMatrix type="hueRotate" values="50"/> </filter> <linearGradient id="stops"> <stop style="stop-color:#4096EE;stop-opacity:1" offset="0"/> <stop style="stop-color:#4096EE;stop-opacity:0" offset="1"/> </linearGradient> <linearGradient x1="0" y1="0" x2="0" y2="-1.5" id="fill" xlink:href="#stops" spreadMethod="reflect"/> <linearGradient x1="0" y1="0" x2="0" y2="-1.5" id="stroke" xlink:href="#stops" spreadMethod="reflect" gradientTransform="scale(1 -1)"/> <script> function $(sel) { return document.querySelector(sel); } </script> <audio xmlns=""> <source src="media/bubbles.ogg" type="audio/ogg"/> <source src="media/bubbles.mp3" type="audio/mpeg"/> <source src="media/bubbles.wav" type="audio/x-wav"/> </audio> </defs> <g class="button" transform="translate(600, 200)"> <rect width="400" height="86" rx="16" fill="url(#fill)" stroke="url(#stroke)" onclick="try { $('audio').currentTime=0; } catch(e) {} $('audio').play()"/> <text x="200" y="65" filter="url(#ds)">Click me</text> </g> <g class="button" transform="translate(600, 300)"> <rect width="400" height="86" rx="16" fill="url(#fill)" stroke="url(#stroke)" onmouseover="$('audio').play(); $('audio').loop=true;" onmouseout="$('audio').pause(); try { $('audio').currentTime=0; } catch(e) {} $('audio').loop=false;"/> <text x="200" y="65" filter="url(#ds)">Hover me</text> </g> <text id="about" x="50%" y="50%">This example uses HTML5 audio together with SVG. <a xlink:href="">Bubbles sound effect</a> recorded by Mike Koenig (<a xlink:href="">CC-By</a>). </text> </svg> And when I try to copy/paste it and try it to understand how it works and how to modify it, i get a problem: When I try to trigger the audio (with the click or the hover): TypeError: $(...).play is not a function[En savoir plus] test.html:1:1 TypeError: $(...).pause is not a function[En savoir plus] I tried several things but I couldn't solve this problem and display audio with my web browser (firefox and chromium). Thank's for your help ^^ If you know an other light way to play audio with an SVG file I'm also ready to hear it ^^ Cheers
  19. Flappy Rock, My first game in phaser:)

    Play the game
  20. How to restart a Game.

    Hello Everyone, I am trying to develop a breakout type game. But can't restart the game. Is there any easy way to do that? Thanks in advance.
  21. Wedding Run (open source)

    Hi All! Intro As a front-end developer it was a MUST to create an online HTML5 game for our wedding website I've recently discovered Phaser and I was amazed by the things you can achive with it. The Phaser community is just awesome, I've got a lot of help from forums, examples and tutorials I've found during the development. I would like to give something back to the community. That's one of the reasons I've published the source code of the game. The game Wedding Run is an endless 2D platform game. You can play either with the groom or with the bride. The long as you will survive the more points you can achieve. Killing bunnies and collecting coins can raise your score! Have phun! Try it Try it online at Check out the source code at
  22. Hi, My name is Bilge Kaan. I've been making HTML5 Games since 2013. You can check my portfolio here: Thank you, Bilge Kaan
  23. haha, I'm a old developer I started to make game from 2008 1. 2008-2017, flash game 2. 2015-2017, h5 game This game is used these engine and tools 1. H5 engine, LayaAir, this engine is very wonderful, I just used safari to play it, this game will have 55~60fps 2. UI IDE, FairyGUI, I can't find other UI EDIT IDE is good than it, I can use it do anything, and it's very very easy, it has timeline like flash, and it has more useful components. I can use it make UI on diffrient size of mobile, yeah, just use IDE, not source. 3. Spine, 3D animation tools LayaAir and FairyGUI are from chinese company, but it has english language. layaair -> fairyGUI -> I hope you like my game, I hope I can find a good h5 game job, i can teach your team how to use LayaAir and FairyGUI, my email is Sorry, my english is not good. ^-^ first photo prove that I used h5 engine to make this game
  24. Phaser simple Game lags on mobile

    Hi, I am new to phaser as well as game designing. I created my first game as hobby using phaser. it is working fine in desktop but lags very bad on mobile devices. Images I am using for game is very small. game is smaller that 2mb. I am attaching my main.js file hope someone can help me. thanks var buttetSpwanSpeed; var bulletSpeed; var enemySpwanSpeed; var enemySpeed; var golis; var enemies; var enemyLoop; var scoreText; var powers; var bulletSize; setStart(); //game phaser var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.WebGL,""); var BootState={ //loding accets preload: function(){ this.load.image('LodingScreen', 'assets/desimulga.png'); this.load.image('background', 'assets/blue.png'); }, create: function(){ game.state.start("LoadingState"); }, }; var LoadingState={ //loding acc preload: function(){,0,600,300,'background'); bg.height = game.height; bg.width = game.width;,,'LodingScreen'); LodingScreen.anchor.setTo(0.5); LodingScreen.scale.setTo(0.5,0.5); this.load.image('spaceship', 'assets/player.png'); this.load.image('goli', 'assets/bullet.png'); //load ememies this.load.image('enemy1', 'assets/enemies/enemy1.png'); this.load.image('enemy2', 'assets/enemies/enemy2.png'); this.load.image('enemy3', 'assets/enemies/enemy3.png'); this.load.image('enemy4', 'assets/enemies/enemy4.png'); this.load.image('enemy5', 'assets/enemies/enemy5.png'); this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4); this.load.image('restart', 'assets/restart.png'); this.load.spritesheet('blast', 'assets/explosion.png',400,400,8);'fire', 'assets/music/bullet.mp3');'killed', 'assets/music/killed.mp3'); //'bg_music', 'assets/music/background.mp3');'death_music', 'assets/music/death.mp3');'start_music', 'assets/music/start.mp3'); }, create: function(){ * 2, function(){ bg.kill(); LodingScreen.kill(); game.state.start("PreGameState"); },this); }, }; var PreGameState={ //loding accets create: function(){ game.scale.refresh();,0,600,300,'background'); bg.height = game.height; bg.width = game.width;,, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' }); Startb.anchor.setTo(0.5); Startb.scale.setTo(0.5,0.5);,*0.4,'spaceship'); ship.scale.setTo(0.4); ship.anchor.setTo(0.5); game.physics.arcade.enable(ship); bg.inputEnabled=true; start_music ='start_music'); start_music.allowMultiple = true; start_music.addMarker('start_music', 0, 30);{ bg.inputEnabled=false; Startb.kill();"start_music"); // game.physics.arcade.moveToXY(ship,,*0.8, 300, 3000); // game.add.tween(ship).to( { y:*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true); var tween = game.add.tween(ship).to({ x: [,*0,,], y: [*0.4,*0.5,*0.6,*0.8], }, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){ return Phaser.Math.bezierInterpolation(v, k); }); * 2, function() { bg.kill(); ship.kill(); game.state.start("GameState"); } ,this); }, this); }, }; var GameState={ //loding accets preload: function(){ }, create: function(){ //background,0,600,300,'background'); this.background.height = game.height; this.background.width = game.width; this.background.inputEnabled=true; this.background.input.enableDrag(true); this.background.input.startDrag = function(pointer) { pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y);, pointer); }; this.background.input.updateDrag = function(pointer) { GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x; GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y; GameState.background.x=0; GameState.background.y=0; }; //ship,*0.8,'spaceship'); this.ship.scale.setTo(0.4); this.ship.anchor.setTo(0.5); game.physics.arcade.enable(this.ship); // this.ship.inputEnabled=true; // this.ship.input.enableDrag(true); //score this.scoreText =, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' }); //background Music // music ='bg_music'); //'', 0, 1, true); //bullet sound bullet_sound ='fire'); bullet_sound.allowMultiple = true; bullet_sound.volume=0.5; bullet_sound.addMarker('fire', 0, 0.5); //Killed sound killed_sound ='killed'); killed_sound.allowMultiple = true; killed_sound.addMarker('killed', 0, 0.5); //death music death_music ='death_music'); death_music.allowMultiple = true; death_music.addMarker('death_music', 0, 10); //groups of bullets and enemies;;; //fire bullet loop*1/buttetSpwanSpeed, fireBullet, this); //, this); //create ememy loop*1/enemySpwanSpeed, createEnemy, this); //change ememy speed and enemy spwan speed loop*1.5, changeEnemySpeed, this); //give powerup*20, powerFun, this); }, update: function(){ //scrolling background this.background.tilePosition.y+=2; //keybord control if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { this.ship.y-=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { this.ship.y+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { this.ship.x+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { this.ship.x-=2; } //dont go out if(this.ship.y<0+this.ship.height/2) { this.ship.y=0+this.ship.height/2; } if(this.ship.y> {; } if(this.ship.x<0+this.ship.width/2) { this.ship.x=0+this.ship.width/2; } if(this.ship.x> {; } //check for collisions game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this); game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this); game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this); }, }; //setting start game conditions function setStart(){ buttetSpwanSpeed=2; bulletSpeed=2000; enemySpwanSpeed=1; enemySpeed=300; score=0; bulletSize=1.2 } //fire bullet function function fireBullet(){,this.ship.y-this.ship.height/2,'goli'); goli.anchor.setTo(0.5); goli.scale.setTo(bulletSize,1); goli.checkWorldBounds = true; goli.outOfBoundsKill = true; //adding to group golis.add(goli);; game.physics.arcade.enable(goli); goli.body.collisonWorldBounds=true; goli.body.velocity.y=-bulletSpeed;"fire"); } //create enemy function function createEnemy(){ enemyNo=game.rnd.integerInRange(1, 5); x1=game.rnd.integerInRange(0,; x2=game.rnd.integerInRange(0,;,10,'enemy'+enemyNo); enemy.anchor.setTo(0.5); enemy.scale.setTo(0.4); enemy.checkWorldBounds = true; enemies.add(enemy); enemy.outOfBoundsKill = true; game.physics.arcade.enable(enemy); enemy.body.collisonWorldBounds=true; enemy.angle=90;; //moving enemy angleRedian=game.physics.arcade.moveToXY(enemy, x2,, enemySpeed,0); angleDegree=angleRedian*57.2958; enemy.angle=90+angleDegree; } //runs when bullet collide to enemy function b_e_collide(goli,enemy){ //blast,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion');'explosion',30,false,true); //killing goli.kill(); enemy.kill(); //update scores if(<4) { score+=1;'killed'); } this.scoreText.text = 'Kills: ' + score; } //runs when ship collide to enemy function s_e_collide(ship,enemy){,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion');'explosion',10,false,true); ship.kill(); enemy.kill(); //music.stop(); this.scoreText.kill();"death_music");; * 2, function() { fianlScore =,, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' }); fianlScore.anchor.setTo(0.5); gameOverText =, - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' }); gameOverText.anchor.setTo(0.5); //restart button, + fianlScore.height+10,'restart'); restart.anchor.setTo(0.5); restart.scale.setTo(0.05,0.05); restart.inputEnabled = true;, this);; }, this); } //runs when ship collide power1 function s_power1_collide(ship,power){ power.kill();;*1/10, fireBullet, this); * 10, function(){;*1/buttetSpwanSpeed, fireBullet, this); },this); } function changeEnemySpeed() { if(enemySpeed<=900) { enemySpeed+=5; } if(enemySpwanSpeed<=3) { enemySpwanSpeed+=0.025; } enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed; } //send power up function powerFun() { x1=game.rnd.integerInRange(0,; x2=game.rnd.integerInRange(0,;,10,'power1'); power.anchor.setTo(0.5); var shine=power.animations.add('shine');'shine',5,true,true); power.checkWorldBounds = true; power.outOfBoundsKill = true; powers.add(power); game.physics.arcade.enable(power); power.body.collisonWorldBounds=true; game.physics.arcade.moveToXY(power, x2,, 400,0); powerDelay=game.rnd.integerInRange(20,35); powerUp.delay=Phaser.Timer.SECOND*powerDelay; } function restartGame(){ setStart();; game.state.start("PreGameState"); } game.state.add("GameState",GameState); game.state.add("BootState",BootState); game.state.add("LoadingState",LoadingState); game.state.add("PreGameState",PreGameState); game.state.start("BootState"); main.js
  25. I'm developing a simple game application using BabylonJS engine where I want to move the body parts of a human 3D avatar by using UI controllers. The application runs smoothly on the computer. Then I created an IOS application using phonegap and tried to run it on an Ipad. But it is really slow when it run on the mobile environment. Is there any mechanism to optimize the game to support the mobile environment other than reducing the quality of the 3D model.