Search the Community

Showing results for tags 'game'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 666 results

  1. My first version of a game inspired from a hardware game "Magic Mirror (M.C. Escher)" : Mirror-Cubes Because the game itself isn't so easy to play, you can use some hidden buttons (1-5) to complete the level... Technically the game is almost finished but I'm very interested about your opinion, suggestion and so on to complete the "gaming" part. BTW, its time for me to thank Mr. Deltakosh in place of all guys bringing their effort to this forum, Best Regards javalang Forgotton to say: best viewed with Google-Chrome
  2. Hi, new to Phaser. I am having a little difficulty understanding the concepts of the Stage vs the World, which one controls what is rendered, and why they apparently don't match my Game dimensions. I am using Phaser 2.6.2. I create a Game with width 607 and height 1080 (16:9 portrait, would be pixel-perfect in fullscreen), and in my boot script I set scale mode to SHOW_ALL and set pageAlignHorizontally to true. In my first level, I set the game.stage.backgroundColor, and I create a group of buttons, and I set the buttonGroup.alignIn(this.game.world.bounds, Phaser.BOTTOM_CENTER). As expected, I see what appears to be the correctly sized rectangle, scaled down slightly to fit within my non-fullscreen browser window, with a row of buttons at the bottom. However, I noticed that there seems to be an "edge" in my game where rendering stops. I added a debug rectangle set to the bounds of my button group, and I didn't see it. I then set the y value to be bounds.y -100, to push it "up", and this is what I see: You can't see the pointer, but you can see the pointer debug location, the y value is 919, and the pointer is a the bottom edge of the visible part of the green debug rectangle (that should be the height of the buttons). And you can also see that rendering is getting cut off on the right, before the right edge of the Game (as seen by the background color). But yet - the buttons are still visible, and they are below the point where the rendering seems to be getting cut off? I then did some logging, and found out that the bounds of the World and the Stage do not match the dimensions of the Game (these are numbers for game.world.getBounds() and game.stage.getBounds()): world x: -156 world y: 0.5 world height: 75 world width: 920 stage x: -156 stage y: 0 stage height: 920 stage width: 920 Now, the 920 height of the Stage seems to match where the rendering is getting cut off at y = 920 in the screenshot. The World numbers make no sense to me at all, and I can't figure out what corresponds to the right side edge of the rendering. I was under the impression that without explicitly resizing the World, it would be the same dimensions as my Game? So my questions are: What is causing the rendering to cut off where it is? Does the World bounds define what gets rendered, or does the Stage bounds define what gets rendered? Why aren't my Stage and World dimensions the same as my Game, considering I did not explicitly size or resize either one? Why are the buttons still visible even though they appear below the line where rendering is getting cut off? If the Stage bounds do not match the dimensions of my Game, why did game.stage.backgroundColor appear to correctly color in the the background of what I expected the Game dimensions to be? Bonus question: The answer here: Says that you can put UI elements in the Stage.. should I be adding my buttons to the Stage? How exactly do you do that? I had added them by adding a group to the Game, then adding the Button objects to the group. Does that mean they live in the World? Or the Stage?
  3. Just released this puzzle game. Try to flood the board with one color by tapping the buttons on the bottom of the screen. Feedback appreciated Play in browser! Android app!
  4. Heroes of Myths

    Hi! The last few months we worked really hard on our game - “Heroes of Myths”. We decided to try our hand on Steam Greenlight. Please support us and vote for the game on Greenlight - http://steamcommunity.com/sharedfiles/filedetails/?id=870933198&tscn=1488471355 Thank you very much!
  5. I built a 1st release of entity system with typescript. You can find the library at https://github.com/francoagusto/entities and here an example with a quick developed game shooter (crimson like): https://github.com/francoagusto/entities-example I hear suggestions.. Thanks
  6. Hi Everyone, I am developing a multi player 3D motion sensor game' Air Table Tennis', in which mobile is acting as a racket, I am using Quaternion for rotation of mesh, problem is that how to calibrate mobile motion with the mesh in the BJS, though it's moving but its not calibrated. How to set some origin or something that when game start racket on my game screen will be in same position as i am holding my mobile. Sorry for my bad English! Thanks in advance
  7. Space Asteroid game

    My latest game. Built with phaser from a tutorial. I then built on the tutorial by adding access to the localstorage api. Here is the link Positive criticism is much appreciated as well as tips for improvements Thanks Pheaset
  8. Connect 4, 1 & 2 Player

    Hey guys, here's my first post. I made this game around a year ago in 2 days as a demo for someone. The game is the classic old connect 4 game you'd play with siblings in long car rides. It features score keeping, two player mode and an AI that you can play against. Any feedback is greatly appreciated https://sprite-storm.com/game/connect-4/ P.S There is also a link to the github repo on the page above.
  9. Let me introduce my first browser game called Erased. The plot is simple. The black eye monster overshadowed the sun and you must save it. While coloring the picture by the pencils, you are dragged into your drawing where you should jump from one scetch box onto another to reach the boss. Your solar blaster helps you to transform grey boxes into solid yellow ones. Good Luck! http://www.supercoloring.com/erased-puzzle-game
  10. Help With localstorage api

    hey guys I'm currently after completing a tutorial at http://zenva.com . I have been working on my knowledge with phaser. anyways, after finishing the tutorial i decided to polish the game. I am new to the localstorage api and was looking for some help. here is my code for the highscore. it currenly doesnt work with localstorage and im not sure why. Any help is much appreciated init: function(score) { var score = score || 0; localStorage.setItem("score", this.highestScore); this.highestScore = this.highestScore = localStorage.getItem("score"); this.highestScore = Math.max(score, this.highestScore); if(this.highestScore === null) { localStorage.setItem("score", "0") this.highestScore = localStorage.getItem("score"); } }, Here is the full file. Just incase its needed var SpaceHipster = SpaceHipster || {}; //title screen SpaceHipster.MainMenu = function(){}; SpaceHipster.MainMenu.prototype = { init: function(score) { var score = score || 0; localStorage.setItem("score", this.highestScore); this.highestScore = this.highestScore = localStorage.getItem("score"); this.highestScore = Math.max(score, this.highestScore); if(this.highestScore === null) { localStorage.setItem("score", "0") this.highestScore = localStorage.getItem("score"); } }, create: function() { //show the space tile, repeated this.background = this.game.add.tileSprite(0, 0, this.game.width, this.game.height, 'space'); //give it speed in x this.background.autoScroll(0, 10); //start game text var text = "Tap to begin"; var style = { font: "30px Arial", fill: "#fff", align: "center" }; var t = this.game.add.text(this.game.width/2, this.game.height/2, text, style); t.anchor.set(0.5); //highest score text = "Highest score: "+this.highestScore; style = { font: "15px Arial", fill: "#fff", align: "center" }; var h = this.game.add.text(this.game.width/2, this.game.height/2 + 50, text, style); h.anchor.set(0.5); }, update: function() { if(this.game.input.activePointer.justPressed()) { this.game.state.start('Game'); } } };
  11. Brick-Bricker

    Hey I am currently polishing off my Breakout or Brick-Breaker game (whichever you prefer to call it). I am trying to add music to the game when the start button is pressed and then sound effects every time a brick is destroyed. Unfortunately Phaser keeps saying Key "Sample" is not found in cache. I have tried using Phasers examples and basing the music off that but to no avail. I am new to programming with Phaser and would really appreciate the help. When the game is finished i will post a link. Thanks in Advance Pheaset here is my code var game = new Phaser.Game(480, 320, Phaser.AUTO, null, { preload: preload, create: create, update: update }); var firework;; var music = Phaser.Sound; var lives = 1; var livesText; var lifeLostText; var ball; var paddle; var bricks; var newBrick; var brickInfo; var scoreText; var score = 0; var playing = false; var startButton; function preload() { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.stage.backgroundColor = '#eee'; game.load.image('ball', 'ball.png'); game.load.image('paddle','paddle.png'); game.load.image('brick', 'img/brick.png') game.load.spritesheet('ball', 'img/wobble.png', 20, 20); game.load.spritesheet('button','button.png', 120, 40); game.load.audio('Good-Riddance', 'Good-Riddance.mp3'); } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); startButton = game.add.button(game.world.width*0.5, game.world.height*0.5, 'button', startGame, this, 1, 0, 2); startButton.anchor.set(0.5); music = game.add.audio('Good-Riddance') this.music = this.add.audio("Good-Riddance") this.game.sound.setDecodedCallback(["Good-Riddance"]); if(playing === true) { music.play() }else{ music.mute = false; }
  12. Game Gurus is expanding again and looking for reliable developers experienced in HTML5 game development. Ideally you would be experienced with: Phaser, PandaJS, CocoonJS and creating iOS apps from HTML5 When applying please send your resume to html5job@gamegurus.com and include "HTML5 Developer" in the subject. Also include your portfolio and expected monthly rate. ------------------- www.GameGurus.com From concept to creation, Game Gurus is a full stack developer of games for smartphones, tablets, and all connected devices. We’ve built games for players to learn about Newton’s laws, corporate leadership, anatomy, or just shoot some hoops. Our experienced team are passionate about combining visually impressive art with highly engaging gameplay to immerse players in exciting new worlds.
  13. Grumpy Cat's Worst Game Ever

    Hi everyone, We released the 1st official Grumpy Cat mobile game about 2 months ago and has been downloaded over 3M times on iOS and Android! It has been made in our own game engine called Bento, which is based on HTML5/ JS. You can download it on: iOS Android Here's the trailer: https://youtu.be/7XMuyBoVQzs <iframe width="560" height="315" src="https://www.youtube.com/embed/7XMuyBoVQzs" frameborder="0" allowfullscreen></iframe>
  14. Mobile Market PRC

    How to be part of the GIANT Chinese Mobile Market Research Data shows that the Chinese Mobile Game’s Market will break its scale to 3 Billion USD in the year 2014($3.2B US & $21.6B worldwide)! This marks the milestone difference that China will make in the global mobile market. The ARPPU and conversion rate of the Chinese users have both increased by 20% from January to March. What the foreign advertisers, app developers and even the networks need now is to get a good channel, a great platform, and a brand new start to develop their business in the Chinese Market. Where to find? FurtherMobi should be the best choice. We are working with many 3rd Party App Stores (like 91Help, Tencent Mobile Master) which have became the main channels to get traffic in China! So what are you waiting for? Grab your chance and be part of the Giant Chinese Mobile Market. We are right here, waiting for you! Skype (angel.furthermobi)
  15. Hi, I am a beginner to Babylon.js, but I decided to create a game about helicopter and... I don't know what to add next. Here you can see the latest update: http://playground.babylonjs.com/#11OMIX#23 The CONTROLS are: -Arrows to tilt the helicopter -W/A to fly up/down -S/D to turn left/right -Spacebar (press) to change perspective You can pick up the minecraft block by landing on it. Crash into buildings (yes, these big blocks). If you have any ideas how to develope this project let me know in comments. I am pretty sure I will need help with placing textures on the ribbon, it seems to be hard to do because it has the width and height equal to 0, I see just one pixel, but I want to fix it later.
  16. My first HTML5 Game, Snaked.io (So exciting! ) Every since playing the famous revolutionary agar.io game, I was inspired to create my own "io" game, so here it is! I took the classic version of Snake, and made it multiplayer Snaked.io (Server may take a while to connect, and a bit laggy due to it being free from Heroku) Basically, what I want to know is (preferably 1-10 scale): Do you like the concept? How easy was it to understand how to play? What would you add/change? Any bugs? (For now, may experience lag) What do you think of the name of the game? Anything else that comes into mind, please add! Gameplay Objective of the game is to eat the gray squares causing you to extend your length, while avoiding crashing into yourself, or others. Become the longest of them all! Controls W or ^ - Up S or v - Down A or < - Left D or > - Right Enter - Chat Hope you enjoy this as much as I did making it! SCREENSHOTS Screenshot (1) Screenshot (2)
  17. Hello. I'm from tiny indie studio and today I'll show you our new project. Quady is a puzzle-game in minimalistic style. You take control under few squares at same time and the main task is to merge them together. Use walls or arrows but beware of spikes. More than 40 levels with various obstacles. Game running on html5, made with Phaser. Game available on Play Market for free https://play.google.com/store/apps/details?id=cc.dreamlike.quady All feedback welcome ^__^ Watch trailer:
  18. Hello, my name is Artem. I need to create web-browser version of paper io game, which is currently available only from smartphones. https://itunes.apple.com/ru/app/paper.io/id1171814682?mt=8 https://play.google.com/store/apps/details?id=io.voodoo.paperio Smartphone-based game is single-player. I want to create multi-player web-browser game (without any plugins) like http://agar.io http://slither.io Developing plan: 1) Phase 1 - single-player web-browser game with bots 2) Phase 2 - add multiplayer features to Phase 1 If you're developer/small studio with some proven experience with html5 games - feel free to contact me via skype wwwdraru Thanks for your time.
  19. Hi All, TLDR: i really just want a javascript sprite rendering engine, is Phaser right for me and/or with 3.0 will i be able to just use that part of the engine? I am about half way through my first phaser game and am loving it. Because of the nature of the game, i am using very little of the engine. All I am currently using the engine for is input buttons and sprite rendering. No physics, movement, world updates etc... I am using all my own code for doing movement, collision, updates, etc.. In the current phaser version, i am starting to see some slowdown on mobile browsers. I still have some obvious optimization to do which will help but i am at a point now where i could move things around easily since basically everything is just pure javascript. The hooks are not deep into Phaser at all. I read with 3.0 we would be able to add and remove things from phaser to match what we need, is this still the plan? Would i be able to just use the Sprite Render and Button/Input parts? Is there another engine that might be better (maybe just straight PIXI). Or should i just use Canvas and make my own simple sprite management? Any advice from you guys with experience would be much appreciated.
  20. Crazy Racers

    Hello everyone, this is Crazy Racers. It's my first personal project [Play the Game] The game is an fast-pacing racing game. Features: 12 Different tracks 6 Different Cars (each car has it's own style) Different Obstacles 3 different game modes Leaderboard Game modes: Grand Prix: You race a number of tracks, the racer with more points win a trophy Quick Race: Race one track with 5 other opponents Time Trial: Race alone to try to get to the leaderboard Feedback are welcome, I hope you like this game Game is Available for Non-exclusive License and Re-skins, contact me for me details and for the full version of the game Cheers,
  21. Dirty Deer (facebook game)

    Hi! today app center(facebook) submit my Game. Made with Phaser, You can Play Game now
  22. Hit Moles

    Hello, everyone! This is Hit Moles, my first game. This game is about hitting as many moles as you can in the limited time (1 minute). There are two more characters which are a cactus and a rabbit. When you hit the mole, you score 5 points, when you hit the cactus, it subtracts 5 secs in the countdown timer, But hitting the rabbit will add 5 secs. Preview Demo Feedbacks would be pretty appreciated.
  23. Ship wrecked Creatures! Save them all and collect as many stars! 250 exciting levels beautiful graphics 5 difficulty levels It works on all devices running IOS and Android fun music and voice creatures Many hours of gameplay For licensing to write to the email: htmlgamedev@gmail.com
  24. Bad Pad now on Steam - Early Access

    Ever wonder what would happen if your gamepad's buttons came to life? Join square in his adventures, save Hexagon and Trapezoid from the hands of Evil Pen! Bad Pad is platformer game mixed with a little arcading, shooting, puzzle solving and metroidvania elements, that being said it is still a platformer, so expect a lot of jumping and fair amount of dying along the way. Bad Pad is available for Early Access on Steam now! Devblog, free demo, media kit and more can be found here.