Search the Community

Showing results for tags 'game'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda.js
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 632 results

  1. Hi guys, my game was working fine, fluently, etc and I was expanding it. It's platform, where a lot of bullets are flying, also many spikes hang from the upper platforms. Now, when I add more spikes and more bullets, when the turrets shot them, the game drastically slows. Is too many object there? And what can I do to make it faster again? Creating spikes: function create_spikes ( x , y , number, angle, vertical) { for (i=0; i < number; ++k, i++) { if ( vertical != 'yes' ) { spikes[k] = game.add.sprite((x+i)*16, y*16, 'kolec'); } else spikes[k] = game.add.sprite(x*16, (y+i)*16, 'kolec'); game.physics.enable(spikes[k], Phaser.Physics.ARCADE); spikes.enableBody = true; if ( angle==180 ) spikes[k].body.setSize(12, 8, -14, -16); else spikes[k].body.setSize(12, 8, 4, 8); spikes[k].body.allowGravity = false; spikes[k].angle=angle; } } //ENEMY BULLETS ebullets =; ebullets.enableBody = true; ebullets.physicsBodyType = Phaser.Physics.ARCADE; game.physics.enable(ebullets, Phaser.Physics.ARCADE); ebullets.createMultiple(50, 'enemy_bullet'); ebullets.setAll('checkWorldBounds', true); ebullets.setAll('outOfBoundsKill', true); //ENEMY SHOOTING function enemy_shooting (enemy,type,direction) { if ( type == 'mortar' && enemy.alive==true) { nextFire = + fireRate; var ebullet = ebullets.getFirstDead(); ebullet.reset(enemy.body.x-20, enemy.body.y-20); ebullet.body.velocity.y=-200; if ( player.body.x <= enemy.body.x ) ebullet.body.velocity.x=-200; else ebullet.body.velocity.x=200; }
  2. How to avoid maaaany collisions?

    Hi, in my finished game I've found a thing, that slows my game from 60 to 30 fps. Too many collisions handlers. Well I need them to control whole game, to call all essentiall functions, but they are sloooooowing game drastically. game.physics.arcade.collide(bullets, layer, resetBullet); game.physics.arcade.collide(grenades, layer, resetBullet); game.physics.arcade.collide(ebullets, layer, resetBullet); game.physics.arcade.collide(chest3, chest5, chesting); game.physics.arcade.overlap(bullets, ebullets, resetBullet); It's for bullets to destroy chests, bullets with themselves and chest with chest. If I delete this, FPS goes from 30 to 60. But I need this. How can I do it? It's interesting, because the bullets aren't even created and they are slowing game. I have much more collision handlers, for every object to collide with layers and with all other objects like player, bullet, chest, another bullet, enemy bullet etc... Full code of game is avaiable here:
  3. Hi, I present you my game made in Phaser, here u are: I've finished it 3 months ago. It's a platform game, to collect all goals and kill enemies. When I was creating it, it worked fine, I mean, on full fps, but when I reach the end it drastically slowed down. I started few topic about this problem. I think, it's too many bullets or sth.(or my weird structure of code). When u inspect the browser, on bottom u can see all of my phaser code I've used. It's this: <script type="text/javascript" src="functions.js"></script> <script type="text/javascript" src="create.js"></script> <script type="text/javascript" src="update.js"></script> <script type="text/javascript" src="game.js"></script> <script type="text/javascript" src="jquery-3.2.1.js"></script> My question is: how to speed up whole game? Now it's seriously problematic. Another weird thing is that on many computers it works fine, on few it doesn't run completely (black screen instead of game), on other it freezes after few seconds, and in one the space+left arrow is not working xD
  4. Problem with fps

    Hi all! In my phaser game a lot of graphics and animations. I have a trouble with fps, it's gradually fall.. For 10 minutes after start, 60 fps falls to 10 fps. With what it can be connected? I guess, maybe animations not destroy after they are completed? Code looks like this: //global var idle,loss; //create idle = game.add.sprite(0,0, 'monster_idle'); //idle pressed loss = game.add.sprite(0,0, 'monster_loss'); idle.destroy(); idle=null; //on loss animation complete loss.destroy(); loss=null; hp-=10; //and repeat idle = game.add.sprite(0,0, 'monster_idle');
  5. Hi my friends I got a lot Flash to html5 converter ... The number of games that are healthy and have no problem working for more than a thousand ... I also can not find the same set html5 (course notes are available in flash format) The package will appear only at your disposal and will not be sold to any other website and you'll own them If you want to buy this set you send us your price offer. For example:
  6. Holle!~~ Translation of some keywords 【进入游戏】->【PLAY】 【瞄准方式】->【Target mode】 【重新开始】->【restart】 【重力感应】->【gravity sensor】 Sorry, My English is not so good Babylon is an excellent js game engine Play with it! thinks!!!! url:
  7. 5 latest new maze for Perplexus Shadow Open (BabylonJS WebGL 3D maze game. Very fun, but player still have to manually manage arc camera with mouse.
  8. For anyone too young to remember, back in the 1980s there was this thing called LCD games. Before Nintendo introduced the GameBoy, electronics companies including Nintendo were making small handheld toys that used LCD crystals to display flickering shapes, the shapes could only be turned on or off. Using this crude form of animation they were able to create something that kind of resembled a videogame. Companies incl. Gakken, Tandy, Radio Shack, Sunwing, Tiger, Tomy called these games "card game" or just electronic lcd game, while Nintendo called their line "Game & Watch". Over the years hundreds (maybe thousands) of different games were created, see this site: Anyway, why do I bring this up here on html5gamedevs? There is this very cool site called pica-pic by Hipopotam. He's created playable versions of 26 of these games using Flash. -> Now I was thinking, this could possibly also be done using with html/js right? Ideally there could be some sort of lcdgame.js library, and then for each separate game you'd have just one html file and a javascript to describe the gamelogic. And maybe only 2 png images, one image with and one without the shapes, and the LCD game library is then able to cut out the shapes (also described in the js file as polygons) and display it on a canvas. It could potentially be kind of like MAME but for LCD games. Any thought on this?
  9. Holle!~~ Translation of some keywords 【进入游戏】->【PLAY】 【瞄准方式】->【Target mode】 Sorry, My English is not so good Play with it! thinks!!!! url:
  10. [Legacy] Infinite Gears

    Hi guys, I want to share my game project that I have created in 2013. It was developed for 2 months but unable to finish it due to some unavoidable circumstances. Introducing Infinite Gears! Infinite Gears is an open-world, survival, 2D space-shooting, bullet-hell game (Whew!). As a Player, you can select a spaceship and start wandering through planets and destroy enemy motherships who are taking over those planets, while also fighting against some small enemies along the way. Each spaceship has its own power. One that focuses on pure power, one that focuses on single-target, and one that can protect itself from enemy attacks. As the Player saved a planet, Player can start buying upgrades so the ship gets stronger. The upgrade cost scraps you got from defeating an enemy. The scraps are then converted into GEARS to buy upgrades from the shop. There is an Overdrive (O.D.) bar that is generated by killing enemies. If this is triggered, it will grant you maximum power of that spaceship for a limited time. The enemies also get stronger as you go further away from where you start. This is indicated by the map on bottom right. There are sectors that are determined as levels to indicate that there will be more enemies and stronger enemy motherships. You must eliminate them as much as you can, and see how far you can go! The game should work on desktop browser at least IE9, Chrome, Firefox, and Opera. How to Play Clone or download this project, extract, and go to the project folder. Inside the ./bin folder, run the index.html. Use ASWD to move the spaceship. Use LMB (Left Mouse Button) to shoot. Use Space bar to throw off the bomb. Attack target is based on the mouse cursor. Last Note The game project was developed by Annobox (me and the illustrator) around June - July 2013 (2 months) for a competition and was still in development, but is no longer continued since then. This project is open to use for everyone, but for more detailed on the copyright notice, please visit the link and read the file. The development is discontinued until now, so there won't be any fix. JavaScript has changed so long since this project and I have my latest code been changed a lot since then, especially after ES6 gets global. So I hope you enjoy the game and the source code! Source Code
  11. Hello everyone, I love to make games, but unfortunately i don't know how to make graphics for my games. This is the main reason of incomplete games. Is there anyone knows how to solve this? I am not looking for making "the best" graphics, but i just want to achieve moderate quality. Do you think can i learn some basic concept of computer graphics? Or must i outsource graphics design completely?
  12. There is a blackjack game at The p-code was written for HTML5 Javascript. The home page is
  13. Did you know that pizza delivery is as old as the wheel itself? Check out Promethean Heat's latest indie game, Zog's Za. There are hungry customers out there, so help roll our fearless delivery people to their doors. Twenty challenging levels and a hidden game for players who can achieve perfection! Now available on Android in the Google Play store. Feedback greatly appreciated.
  14. [Phaser] Catch it!

    Hello my fellow Gamemakers I'm new to the Forum as a Member and today I want to show you my first "real" game that I made with the Phaser Framework. It's a simple catch-the-fruit-with-a-basket-game, but don't take it lightly. Everything is created by me and I'm happy for any feedback on gameplay and that stuff. Enjoy! Catch it! by Hafgandil (Link refers to my own Webpage) As you can see, controls are very simple. I recommend having your fingers hover over the keys at any time Hope you like it, Hafgandil
  15. 2D Artist for Hire

    Hello, I'm Emily and I'm a freelance artist looking for paid projects, small or part-time. I'm currently booked up on revenue share projects, so I'm only available for gigs that pay as I work. I specialize in 2D game graphics, including: - UI - backgrounds - 2D animations - illustrations/concept art I'm also open to doing anything else 2D animated or fully illustrated (cover art, comics...) For samples of my portfolio, please visit: If you feel my style of art would be suitable for your project, please contact me at: Otherwise, please feel free to check out/play some games I've worked on: Thank you for your time and consideration. I hope you enjoy my work
  16. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  17. Particle emitter never turns on?

    Hi, everyone. I've not been able to find any similar issues to mine, so I'm posting a new topic asking for help. I'm using Phaser 2.6.2 to develop a multiplayer web game. I want a particle emitter to start at the location of the player when a button is pressed, in an explosion. In create(), I have the following code: this.emitter = game.add.emitter(0, 0, 8); this.emitter.makeParticles('seeds'); this.emitter.gravity = 500; I ask the emitter to start later in a custom function called dump(), passing in the player's coordinates. Dump() is called by a function when the variable appleEaten is true and the player is on the right part of the screen. dump: function (x, y) { appleEaten = false; this.emitter.x = x; this.emitter.y = y; console.log(this.emitter.maxParticles); this.emitter.start(true, 1000, null, 8, 8); console.log(this.emitter.x + ", " + this.emitter.y + " is the emitter."); console.log(this.emitter.on); // this is returning false? The program correctly knows how many particles it should spew (8). The emitter is at the correct coordinates based on another console log. However, this.emitter.on console log always returns false. I have the same console log line running in update, and of course it's false every time there, too. Basically, the emitter just doesn't turn on, and I don't know why. I am not getting any errors in the console, either. Has anyone run into this, and/or does anyone have a suggestion on how to approach this? Thank you! EDIT: I load 'seeds' in another state, as with all of my images. When I try to add 'seeds' as an image in create, nothing shows up, and again, no error. I imagine these are separate issues, but I could be wrong.
  18. Ancient Beast v0.3 released!

    It's been about 3 long years since the last release, while the prototype broke shortly after. While this version is not yet ready for the mainstream, it is a very important long awaited step forward. Hope to get you hooked, more is coming! Here's what's HOT! The list of changes is quite extensive, but I don't like to bore you with any details unless you are really craving for those. Anyway, here's the summary: The prototype has been finally fixed! All existing units have been revamped! 5 new playable creatures added, fun! Check a more detailed changelog on the blog and give the game a go after :-)
  19. Introduction/Presentation of Perplexus Shadow Open Game (How to play - suggestion - tips) Enjoy in playing
  20. Attack with left click

    Hello everyone, I need your help , i try create a "rpg game" . I want use the left click (mouse1) for auto atk with my hero. my code: create: function(){ this.player.animations.add('atk', [529, 532, 535, 538, 541], 10, true); } update: function(){ if(game.input.activePointer.isDown){'atk'); } with this code i need to keep my left click to push for see the action. And i want just to push 1 time. Sorry my english is very bad.
  21. Spawning enemies at random period

    Third time from me today :D, So I want to spawn these customers at random millisecs every loop... The problem is that when the first number is generated it uses it(this specific number) for every loop after that? Any ideas? this is how I'm trying to do it, but I guess there is a better solution... I can't create a variable, since the same thing is going to happen: * 10)*1000), this.createCustomer, this);
  22. First release of full game Perplexus Shadow Open Where everybody could buil its own perplexus and upload and than everybody could play it (on all web browsers with webgl) Also on phones android and iphones Added Physics "Physics step" where 10 or 15 works as fast as 50 on desktop with nvidia 960 ... you can continue playing on check points on which you go through ... or update I will release soon vidows how to build your own perplexus like lego ...and videos how to play each level from start to end.
  23. Hi, My new game PirateRiddle is available for licensing for both exclusive or non-exclusive licenses. Technical details Programming language: haxe/openFL Release target: html5(js)desktop & mobile, Android, iOs, Desktop (Windows, Linux,Mac) Multilingual: English, German, Spanish.... Possibility to easy extend localisation via XML Levels/categories: extendable via XML You can play it here: If you're interested please contact me here or directly on Regards Dfabrik team
  24. Hey everyone! This is a video of a prototype for my first HTML5 game Bunny Hop made using Construct 3. I wanted to keep my first HTML5 game small and simple plus this is my first time really making a game in Construct 3. I don't think any sponsors/portals would be interested in this game for it being so small lol, but I like to start on small projects when I am testing out engines I am new to. Plus I still need to figure out how to host it onto a web server and all that. Here is the Link to a gameplay video!