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Found 632 results

  1. 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?
  2. Hello everybody I am in need for some guidance and advices so if any of you knows of any way to help, everything is appreciated We will soon start developing casino-style games for a client of ours. So imagine very simple to play games such as slots, flipping cards, etc. User will make a single "Play/Spin/Draw" action and be presented with the outcome of the game. The games will be available on their website and need to be accessible to people through their web browsers on their computers and cellphones. The only "trick" is - the games will be linked to players' real accounts and real money will be both lost and won in those games. Now, the first and most important question is, what approaches to take to make the game tamper-proof and as secure as possible? I couldn't find very much material online, or maybe I just didn't know where/how to look. What I did manage to find out is what is pretty much known to me already - the server is the king. So, when the user is playing a game and makes a roll of the dice or the slots, the request is sent to the server, a result is generated, stored in the database and returned. "That way the user has absolutely no way to do any harm and we can always keep everything in control" -> is safe to make such an assumption, or is it too ignorant/naive? If the user modifies the sent value (for example bet amount), it will still be validated on the server anyway? If the user modifies the return value (for example game outcome/win amount), it still won't matter because the server has already saved the valid outcome and while it might bring joy to the user to see fake winnings, he still won't be doing us harm? Of course, we would still love to minimise (or eliminate, if possible) such events rather than let everyone have a go at trying to modify the game behaviour. Regarding the implementation of the game, security aside, it seems to me that the obvious approach to take would be one of the available HTML5/JS/CSS game engines. But isn't there the problem that with that kind of game the source is always visible and accessible? I am aware there are "uglification" methods which make the code harder to read, but is that enough to keep hobby "hackers" (or even more determined ones) away? Should I worry about the "ease" with which someone can gain access to the client side code when we use this approach, or should we focus on other elements? Also, regarding the client-server communication, how to handle it to ensure maximum security? Are sockets the way to go or something else? I saw on some other sites which host that kind of games that they use Flash, is there any security reason for that? Anyway it isn't really an option as first, we don't have any real experience with it, and second, we have to keep all mobile devices in mind. Any advices, experiences, links to existing articles/documentation/tutorials etc. which deal with the whole matter would be greatly appreciated! Thanks and Kind regards Darko ---- EDIT Just noticed this thread might fit better under "Coding and Game Design" so if a Mod would be kind enough to move it, I'd appreciate it
  3. Bad Run, is platformer runner and was created as a part of the Bad Pad saga, to expand the world, characters and story and for some extra fun, Bad Pad is my upcoming PC/Consoles platformer game. "Join Square's epic adventure and fight the infamous Evil Pen.Run, jump, dive, fly and shot your way through, but most importantly take Evil Pen down! It's up to you, are you ready?" Features: - Campaign mode including 4 episodes, 40 levels, missions and battles. - Endless mode, master your skills, collect coins and upgrade your character and buy new items. - Daily rewards and achievements. - Bad Pad comics, finish an episode to reveal more slides. - Original guitar driven music by Avishay Mizrav. - Supports Landscape and Portrait views. Bad Run can be download in Google Play for free, If you have any suggestions or questions feel free to ask here or send us an email, have fun!
  4. New game (5 level demo) created with Phaser. Bit of a space adventure, collect the coins, dodge the enemies get to the exit HTML version : Google Play - will be live later tonight Hopefuly you guys will like it, let me know what you think Enjoy !
  5. Hey everyone! Thought I'd share the first game I made. Made this for fun to share with friends, but since a bunch of you guys helped me out with questions in the forum, I thought I'd share it here too and spread some cheer (special thanks to the Phaser community!) It is still a work in progress as I update it by the day, with plenty of bugs here and there. But I thought I'd launch it anyway. I wanted to make an advent calendar type game counting down to Christmas, with fun facts revealed every day. I ended up turning it into a tour of Santa's Factory, to eavesdrop on little elves working, and added points and badges to collect. Tried to make it mobile friendly too! The plot is this: For the very first time, Santa’s Factory is opening its doors to the public, and YOU are one of the lucky few to get an exclusive tour and a firsthand elf training! Explore your surroundings as we unveil new rooms daily, and learn about the workings behind the jolliest time of the year. We’ll see if you have what it takes to work for the one and only, Santa! I'm still working on building a badge collection library to go through past saved cards, as well as an animated preloading screen. And fixing a bunch of things here and there. Would love to hear what you guys think, and if you have any advice! I'd love to hear you're guys' thoughts on the experience side of things - or even any ideas for the future! If they're simple enough, I could potentially add them before the countdown ends. Link to game: Santa Factory Game I am also posting screenshots regularly up on instagram if anyone's curious, with occasional behind the scenes stuff: Main account: Behind the scenes stuff: Happy soon-Christmas everyone!
  6. Hello. I was looking for someone to work with me in creating a web-game. I am not that experienced but I am a fast learner. My favourite engine is phaser. I have tryed some others... Well it is a way to get some experience and still meet some cool game developers I guess. Anyone?
  7. Hello everyone, Today I’d like to share my game with you: „Minions within a Dungeon“ - is a 2D lemmingslike with more modern mechanics; The game was entirely made in JS (HTML5) using phaserJS and nodeJS. I worked on it the last year and now I am serious about what you think! You can visit the games website at:; For development just follow me via twitter (@sam_vieten). So here’s some media and a youtube pre Alpha gameplay video. Any feedback and thoughts is highly appreciated! you can now signup for a newsletter on! Minions within a Dungeon is under the TOP100 indiegames on IndieDB. I would really appreciate if you drop a vote for 'Minions within a Dungeon' under the category puzzle: >GAMEPLAY VIDEO (YOUTUBE< Minions within a Dungeon - pre alpha gameplay Gameplay You are the Overlord "stubborn helmet" and you're guiding your minions through dungeons. The game connects on classic lemmings controls: Your Minions will walk from left to right. Once they collide, they will turn and walk in the other direction. You are in charge to drop items, that your minions can use. To Fall softly, avoid traps, jump, fly, mutate, levitate, eat enemies, rise from dead and much more! *Update 5/12/2017* During development there were a few gameplay tweaks. In "Minions within a Dungeon" the gameplay will change during levels. So in one you may be focused on control your minoins, on another you will try to build a dungeon pipeline with your minions, to collect and harvest materials. In another this could also be changed. Boss-Levels were made, so there will be more challenging gameplay I can't wait for you to try out in 2017. There will be more updates when the game enters early access or got some crowdfunding. Hope you like it! cheers, Sam
  8. is a massive multiplayer version of minesweeper. It is similar to the classic Minesweeper. The goal is to clear all of the mines by placing a flag on it. Sweep those Mines! Android: iOS: coming soon. ----Tech---- UI game engine: Phaser.js 2.7 UI menu engine: 1990's style html/js hacking (think document.getElementByid) Server: node.js + Hosting: Azure Feedback is welcome
  9. Circle Block Game

    I've been having a blast learning phaser after I did the zenva phaser course online - its the best tutorial out there, I've created a few games over the last few weeks here's my latest one - enjoy heres the pc version - mobile is better as it is touch control Eric
  10. Bird vs. Stars

    A small kind of Christmas themed flappy bird style game. Click or press space bar repeatedly to fly and gather as many stars as you can in one minute. Don't touch the ground, that resets the multiplier. Features I played around with for this: - fixed aspect ratio - shadow generator for bird & stars - wrapping around an area - 2dCanvas for score & time display - custom loading screen - also more tinkering with blender animations
  11. [Phaser] Build-A-Bear Adventures

    Hi everyone, We at Plow wanted to share with you our latest HTML5 game, “Build-A-Bear Adventures.” Developed using Phaser, it is primarily a board game, with multiple mini-games sprinkled throughout, and is available on YouTube Gameplay Video: Direct Game Link: Features: - Playable in desktop and mobile web browsers - Two game boards, with more to come - Unique characters and user-interface for each game board - Lots of animation and effects We hope everyone enjoys the game! - - Plow -
  12. Game Description: The game should be stylistically based on the game Qbert as our brand uses the same cube like shapes. We are looking for the game to be web based, It would need to be developed on a platform that use a language such as HTML5 and JavaScript, storing top scorers in some way. We are looking for it to work on; laptops, tablets and mobile devices so the game should be able to scale accordingly as the game works via mouse, keyboard and touch. You can check out this game at this link: (Built in Phaser). Files Download Link: List of Tasks: 2 staff profile/users will be added - images will be supplied (Please Note: The characters would just be added in the existed characters listed) Enemy characters updating - images will be supplied (More enemies will be added so that we have more options for these enemies) LeaderBoard Section created. May have to add database for this section. This section will show Top 10 or 20 best scores with their names, scores and characters which they have chosen initially. Form submission (Name and Email) by the players. This information will be integrated with Hubspot so that new profile will be added on Hubspot when users will fill this form. Also, we will have to add a note too that this user is coming from that form which is shown on the game Time Deadline: 8th December, 2016 Please let me know if you will have any further questions. You can directly contact me via Skype or email ( If you have understood all these requirements then please share your price quote and timeline for this project. We will then make contract and proceed further.
  13. Hello all, I have a problem with Phaser P2 physics in short i have 2 groups with objects. One is for my projectiles and the other is for enemies. The problem is that i want when projectile hits an enemy, the enemy should not move (it bounce back a little...). This is the code for my enemies i set the body.kinematic = true but it doesn't work. Thanks. this.enemiesGroup =; this.enemiesGroup.enableBody = true; for(var i = 0; i < 3; i++){ for(var j = 0; j < 9; j++){ var tmp = this.enemiesGroup.create( 80 +(j*66), y , 'enemies_1'); this.physics.p2.enable(tmp, this.Debug); tmp.enableBody = true; tmp.physicsBodyType = Phaser.Physics.P2JS; = 'enemy' + buff; this.enemiesHP[] = 100; tmp.anchor.setTo(0.3); tmp.angle = 90; tmp.scale.setTo(0.6); tmp.body.setCircle(18); tmp.body.kinematic = true; tmp.checkWorldBounds = true; var exp = this.enemyExplosion.create(0, 0, 'explosion'); exp.visible = false; exp.exists = false; exp.anchor.setTo(0.5); buff++; } y = y + 90; }
  14. Hi All; I'm trying to revive an game I used to run back in 2010 on facebook, back then we used flash/AS. it's a simple dice game, would like to start with single player, but might want to add mulitplayer in the future, but that's not a priority now. I'm looking for someone who's committed as i have other web projects that might require attention, please mail me at tamerokail -at-gmail with some example work and hourly rate. thank you!
  15. Hi, so I am using arcade physics, and when my player sprite collides with my object, I have a timer starting, and during that time I would like to stop player movement (say for 10 seconds if my timer is set to 10 seconds). I can successfully stop the player movement on collision, but when the time stops (aka time runs out) I want the player to resume movement (right now it just stays frozen). I am stopping player movement by setting player.body.velocity = 0; I am checking for collisions in update, and starting the timer on collision with the object. I am using phaser's provided timer.
  16. JavaScript / HTML5 Game Developer (m/f) Based in Berlin, the creative capital of Europe, SOFTGAMES is the world’s largest producer and distributor of HTML5 instant games. We’re delivering fun to 30+ million users every month across 6 continents on the device of their choosing. Our vision is to help users to instantly discover and engage with games they like, while helping brands to reach their target audiences. SOFTGAMES is looking for a super-talented JavaScript / HTML5 Game Developer to join our Game Studio team to build awesome HTML5 instant games that entertain millions of players. The position is full-time and based in our Berlin office. The JavaScript / HTML5 Game Developer role is responsible for creating and maintaining high quality fun games in HTML5 / JavaScript. You will work closely with artists and game producers to deliver a great player experience. Further you will work with other JavaScript / HTML5 Game Developers to share learning and best practices. The successful candidate will write well-structured code, is comfortable working on complicated code-base and has a great sense of what makes a good game. As part of the Game Studio team you will enjoy a creative, challenging and collaborative environment and are expected to have the entrepreneurial spirit with a "getting things done" attitude. Your role: - Create, maintain and optimize new and existing high-quality HTML5 Instant Games - Build valuable tools to support the game development process - Deliver high quality and well-structured code - Share knowledge and help colleagues Your profile: - Experience in JavaScript / HTML5 games development, ideally using Phaser - Passionate about games, with an understanding of (free2play) game-play mechanics - Well versed in OOP practices and design patterns - Knowledge of the latest libraries and frameworks - Experience with using third party plugins and code, and knowing when to use them - Open-minded and keen to learn - Competent in spoken and written English We offer: - A spirited, ambitious, international and enthusiastic team - The best and brightest company in producing and distributing HTML5 instant games - The chance to produce casual games for 30+ million monthly gamers around the world - Valuable insights into global expansion, start-up scene and entrepreneurship - Flexible working-hours and flat company hierarchy - Inspiring company breakfasts, team events and free fresh fruits, drinks etc. every day Have we caught your interest? Then we look forward to your detailed application here:
  17. Hi all! My name is Asher and I'm available to work on your pixel art projects. My forte is definitely in the low res area (under 32x32) but I can do higher if needed. I'm interested in paid work, and jobs of small or medium size Below is my portfolio and email address for job offers. Portfolio: Contact Email: I've also uploaded some of my larger works for you to view here: This title screen was done for an upcoming game called Noodlesoup.. Jk, of course it's called Pangeeum Here are a mere handful of sprites that will be featured in the game. This was a background that I did in January 2015 to test my skill level. This is a test gif of a an upcoming dogfight game. These are images of an upcoming platformer forest themed game. Here is a extended preview image of a game for Hovel Studios.
  18. connect the dots

    I'm trying to do a Connect the dots game. what is the best way to do this? I created points and a line sprite between them and when you click on the first point and over the line you draw on a bitmap data. it's not the best solutions.. That's the main code: var connecttheDots = connecttheDots || {}; connecttheDots.GameController = function(state, gameData){ this.state = state; =; this.gameData = gameData; this.TweenAnimation = new connecttheDots.TweenAnimation(); this.SoundMannager = new connecttheDots.SoundMannager(; this.DataUtils = new connecttheDots.DataUtils(); this.activeDrag = false; this.stroke = 1; this.dotGroup =; this.lineGroup =; this.canvasGroup =; this.init(); } connecttheDots.GameController.prototype = Object.create(Phaser.Sprite.prototype); connecttheDots.GameController.prototype.constructor = connecttheDots.GameController; connecttheDots.GameController.prototype.init = function(){ this.pointArr = [ /*{x: - ( * .15), y: - ( * .2), angle:-90, type: "start"}, {x: + ( * .15), y: - ( * .2), angle:0, type: "middle"}, {x: + ( * .15), y: + ( * .2), type: "end"} */ {x: - ( * .15), y: - ( * .2), angle:-49, type: "start"}, {x: + ( * .15), y: + ( * .2), type: "end"}, {x: + ( * .12), y: - ( * .2), angle:22, type: "start"}, {x: + ( * .05), y: + ( * .06), type: "end"}, {x: - ( * .07), y: - ( * .1), angle:22, type: "start"}, {x: - ( * .15), y: + ( * .2), type: "end"} ] // dots var i, objData, lineData; for (i = 0; i < this.pointArr.length; i++) { // line if(this.pointArr[i].type != "end") { lineData = { id: i, x1: this.pointArr[i].x, y1: this.pointArr[i].y, x2: this.pointArr[i+1].x, y2: this.pointArr[i+1].y, width: this.DataUtils.getDistanceFrom2Points(this.pointArr[i].x, this.pointArr[i].y, this.pointArr[i+1].x, this.pointArr[i+1].y), angle: this.pointArr[i].angle } this["line"+i] = new connecttheDots.line(this.state, lineData); //this.lineGroup.add(this["line"+i]); } // dot objData = { id: i, x: this.pointArr[i].x, y: this.pointArr[i].y, active: false, type: this.pointArr[i].type } if(i < this.pointArr.length-1) { objData.nextPoint = i+1; } this["dot"+i] = new, this.pointArr[i].x, this.pointArr[i].y, objData); //this.dotGroup.add(this["dot"+i]); } this.dot0.glow(true);; // canvas this.canvasBTM =,; //this.canvasBTM.context.fillStyle ="#ffffff"; //this.canvasBTM.context.fillRect(0,0,,; this.canvasBTM.x = 0; this.canvasBTM.y = 0; this.canvasBTM.addToWorld(this.canvasBTM.x, this.canvasBTM.y); this.canvasBTM.smoothed = false; //this.canvasGroup.add(this.canvasBTM);, this);, this); } connecttheDots.GameController.prototype.onUpdate = function(){ if(this.curLine){ if(this.curLine.item.input.pointerOver()){ this.activeDrag = true; } else { this.activeDrag = false; } if(this.destDot.item.input.pointerOver()){ console.log("endPath"); this.curLine = null; this.activeDrag = false; if( { this["dot"+Number(].glow(true); this["dot"+Number(].active(true); } else { console.log("finish!"); } } } } connecttheDots.GameController.prototype.draw = function(pointer, x, y){ if (pointer.isDown && this.activeDrag){ this.canvasBTM.draw("circle", x, y); } } connecttheDots.GameController.prototype.stopDrag = function(pointer){ this.curLine = null; } connecttheDots.GameController.prototype.clickDot = function(btn){ console.log("clickDot",; this["dot"].glow(false); if( { this.destDot = this["dot"+Number(]; this.destDot.glow(true);; } this.curDot = btn.parent; this.curLine = this["line"]; console.log(this.curLine); } Hope you can help me. Thank you.
  19. I have finished my first Phaser game. It is suited for mobile and desktop platforms. The game is called "Talisman". You should draw the symbols shown above the enemies to destroy them. The drawings should be from left to right as displayed in the beginning of the game. The game's language is Farsi only right now. However there isn't so many texts in the game. All you need to do is to tap or click on the big green button on the center of the screen. Here is link to the game: Talisman I would be glad to hear your opinions about the game. I'm explicitly looking to hear opinions about the graphics of the game. Also, if any publishers are seeing this and are interested, I would be glad to make a partnership Regards, Jerry Afr
  20. Game object

    Hi, Can someone explain the advantage of creating an object (veggies) and then attaching the game object to veggies ? In many examples, the game object is attached isn't attached to another object. Example 1 var Veggies = Veggies || {}; = new Phaser.Game(480, 320, Phaser.AUTO); Example 2 game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, "ph_game");
  21. Draw rectangle over the game

    Hello, what i try to do is that my user will be able to draw on the game a figure, such as a rectangle, then I use the coordinates of the rectangle that he draw and when some sprite enter to that area send a message. How can i make that my user whit the mouse can draw over the game?
  22. Painting Shots

    Hi, im new here. I have one big doubt, I´m making a game where you shoot ink, and I'd love to staint the floor with it. But I don´t know how. Does anyone know how to do it? Any ideas? Thanks.
  23. game.load.shader is not a function?

    Hey guys, total Phaser noob here. I'm interested in doing shaders in Phaser, and looking at this example : I should be able to use : game.load.shader('bacteria', 'assets/shaders/bacteria.frag'); to get my fragment shader loaded but I get a "Uncaught TypeError: game.load.shader is not a function" Anyone ever encountered this issue? Looking in the docs it seems that load.shader is not even available. So I'm a bit confused as to why it is present on Phaser's official website.
  24. [Phaser] Rabbit Warrior

    Hello guys, my newest browser game is called "Rabbit Warrior" and is optimized for mobile devices but works on desktop just as well of course: "Enter the world as the courageous Rabbit Warrior, equipped with sword and hammer! Protect the core from the demons and activate all the shrines to complete each level. Pick up hidden weapons that enable unique attacks and unlock increasingly difficult levels and even new skins if you reach 3 stars." Game link: Game features: - Click to move controls - 5 different levels - Reach 1 to 3 stars for each level completion - 4 unlockable skins (if you reach 3 stars in a level) - Created with Phaser.JS Controls: Since it's optimized for mobile, movement is click-to-move and clicking on a weapon button to activate the skill. However, on the desktop you can also use the keyboard buttons 1 to 3 to activate the weapon skills while using the mouse to click-to-move. Game link: I hope you like the game and thank you all for checking it out!