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Found 3387 results

  1. Hello, programmers, designers, game enthusiasts and work with this entertaining game! We are Vietnamese. We are young people who have enjoyed playing games since childhood. We are passionate about them and now we create them. We love the work we do. We are approaching the technology of making games with html5. And we look forward to cooperating remotely with anyone who needs us. We have been doing game projects for partners putting them on their website. We can do everything from web programming, frontend, backend, web api, payment integration to in-game client. However, we have not done much gaming projects yet. We are young and want to challenge. We will take your project and take it seriously. You will not lose money if we do not work well. We can work both weekends and even in extreme weather. Please contact us if you are interested. Our English is very low. We will improve it. Get your CV via this email: 247entertainmentjobs@gmail.com. We look forward to working with you and sharing your passion for an entertaining gaming world.
  2. Hi, I'm a designer and I'd like to reach out to others for input or even collaboration. Lots of my javascript work is on github in the spirit of sharing and learning together. Like an open source sketchbook. I like making small experiments that might be included in something bigger. I often play with mechanics, audio and visual elements to look for interesting things : http://type76.com As you can see, it's lots of generated, three.js and canvas stuff, with a game dev leaning. I'm keen to go in new directions too. It's hard to find interest among my social circles, so I'm reaching out here to see if people are into this kind of thing. It's not business. It's about hitting ideas off each other, collaboration, fun and learning together. Maybe we can make an itch.io page if there is the will. You're welcome to join the discord server : https://discord.gg/KUqcuWu I'd love to see your experiments. Here or on discord. Things that aren't full games, but are fun and interesting concepts. This seems the place to look for like minded folks. Have you got a sketchbook? Is there a good CMS for this? I might be doing it wrong. Are there any other communities for this apart from discord servers full of revshare projects?
  3. JOLLY DAYS QUIZ This is a fun filled quiz game which will help you find your dream destination for holidaying. This game is engaging and for both boys and girls. Features: Entertaining Single player Quiz based game To Play and know more about the game visit: https://www.redappletech.com/jolly-days-quiz/
  4. We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top. The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance. You can play now at https://exocraft.io, and any feedback is greatly appreciated!
  5. Looking for someone/team to help us create templates in Quest.ai. We're an IDE that works on Phaser 3 where we easily create timeline animations, sprite sheets, audio sheets, simple interactions, etc. We offer templates that our customers can customize by using us. Finding it hard to create templates and work on the product at the same time so looking for help. Ideally looking for someone or a team that has multiple existing game projects that can be repurposed into templates for our system. This is absolutely a paying a gig where we pay up front for you to create it in Quest in a way that our users can reuse it. Might not be for all but hoping to find someone with many games behind their belts. www.quest.ai I'm the head of design /co-founder of Quest. I can potentially help with the design / reskinning of things depending on the projects. Thank you and please reach out ASAP as we're looking to produce these soon. This also isn't a 1 person fits the position type thing. We'll have to review your game experience and concepts before starting. Thanks and really looking forward to working on collaboration on some fun stuff. (Attaching an example of a design I have that needs to be coded in Quest)
  6. Hello everyone, first time here (so might excuse if its the wrong section) but I'm fricking desperate at the moment. I'm trying for about 2 days now to get my player to collide with my "Obstacle" tilemap layer. I looked at almost every post about this here or elsewhere but I can't get it to work. It might be a simple thing but I can't find whats wrong and I want to throw my pc out of the window now. So maybe one of you guys have an idea and can help me. Any help is appreciated. The code is the Following: var game = new Phaser.Game(255, 255, Phaser.AUTO, '', { preload: preload, create: create, update: update }); var player; var speed = 2; var floor; var walls; var obsts; var map; function preload() { game.load.spritesheet('player','assets/player_spritesheet.png', 48,48); game.load.image("tileset", "assets/tileset.png"); game.load.tilemap( "map", "assets/test_map.json", null, Phaser.Tilemap.TILED_JSON ); // Phaser.Canvas.setSmoothingEnabled(this.game.context, false); this.game.scale.scaleMode = Phaser.ScaleManager.USER_SCALE; this.game.scale.setUserScale(3, 3); this.game.renderer.renderSession.roundPixels = true; Phaser.Canvas.setImageRenderingCrisp(this.game.canvas); } function create() { // Create map map = game.add.tilemap("map", 48, 48, 16, 16); map.addTilesetImage('tileset'); // Use layers floor = map.createLayer('Floor'); walls = map.createLayer('Walls'); obsts = map.createLayer('Obstacles'); map.setCollisionBetween(1,1000); // create player player = game.add.sprite(50,50,'player'); // all physics related stuff game.physics.startSystem(Phaser.Physics.ARCADE); game.physics.enable(player, Phaser.Physics.ARCADE); player.body.setSize(10, 14, 2, 1); player.body.collideWorldBounds = true; // walk animations player.animations.add('idle',[0,1,2],10,true); player.animations.add('walk_right', [12,13,14,15],10,true); player.animations.add('walk_left', [20,21,22,23],10,true); player.animations.add('walk_down', [8,9,10,11],10,true); player.animations.add('walk_up', [16,17,18,19],10,true); //attack animations player.animations.add('attack_down', [24,25,26,27],10,true); player.animations.add('attack_right', [28,29,30,31],10,true); player.animations.add('attack_left', [32,33,34,35],10,true); player.animations.add('attack_up', [36,37,38,39],10,true); player.animations.play('idle'); game.camera.follow(player); } function update() { game.physics.arcade.collide(player,obsts); player.body.velocity.set(0); // Walk mechanic if(game.input.keyboard.isDown(Phaser.Keyboard.A)) { player.animations.play('walk_left'); player.x -= speed; } else if (game.input.keyboard.isDown(Phaser.Keyboard.D)) { player.animations.play('walk_right'); player.x += speed; } if(game.input.keyboard.isDown(Phaser.Keyboard.W)) { player.animations.play('walk_up'); player.y -= speed; } else if (game.input.keyboard.isDown(Phaser.Keyboard.S)) { player.animations.play('walk_down'); player.animations.stop; player.y += speed; } // attack mechanic if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { player.animations.play('attack_left'); } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { player.animations.play('attack_right'); } if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { player.animations.play('attack_up'); } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { player.animations.play('attack_down'); } //jump back to idle when not walking or attacking else if ( !game.input.keyboard.isDown(Phaser.Keyboard.A) && !game.input.keyboard.isDown(Phaser.Keyboard.D) && !game.input.keyboard.isDown(Phaser.Keyboard.W) && !game.input.keyboard.isDown(Phaser.Keyboard.S) && !game.input.keyboard.isDown(Phaser.Keyboard.UP) && !game.input.keyboard.isDown(Phaser.Keyboard.DOWN) && !game.input.keyboard.isDown(Phaser.Keyboard.LEFT) && !game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)){ player.animations.play('idle'); } } Also if you see any other mistakes, feel free to send suggestions to this as well. Thank you in advance. Kind regards
  7. Looking to hire Pixi and Phaser developers for Noida location. Interested members please PM me or can send over the Resume to hr@t7gaming.com
  8. I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what other components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful for any collaboration. Available at GitHub and npm
  9. Hi, I've recently created an HTML5 game, developed using Phaser called Fantasy Wars. You can play now on the Google Play Store or the Apple App Store. Links can be found at https://www.miyagigames.com/. Below is a short description of the game and some of the art. Any feedback would be greatly appreciated. Thank you! Fantasy Wars is a turn-based strategy game where six fantasy races: Humans, Orcs, Elves, Undead, Dwarves, and Drow vie for supremacy in a small crowded world. Features: - 6 races, each with a unique special, strengths and weaknesses. - Epic campaign with 25 missions - Randomly generated map so no two games will be the same. Choose your race. Do you upgrade your troops, or buy more armies? Make a choice, take a risk and conquer the world.
  10. Dlost1

    If velocity than

    Hello, I am creating a small platformer. I want my npc enemy-sprites to move into the other direction when they collide with a block of layer4. However the "if' statement does not work. Which is weird cause speed/velocity often checks as 0 ( see lowest code snippet from runntime). So: How do I make the If statement in the do-function fire???? (uploaded it to github : https://github.com/dijoluc/DungeonDouble ) FYI: the update function is part of the Game1.js and the do function is part of the npc.js file. In update function game.physics.arcade.collide(badguys, this.layer3); //calling the do function game.physics.arcade.collide(badguys, this.layer4, npc.do(this.badguys), null, this ); do: function(objects){ //badguys = the group of ennemies badguys.forEach(function(element) { //debugging console.log(element.body.velocity.x); //set speed to 50 element.body.velocity.x = 50; if(element.body.velocity === 0 || element.body.velocity === -0){ //reverse speed to move in opposite direction element.body.onCollide = element.body.velocity.x *= -1; } My debugging/development console screen: From my developerstool while running Phaser CE v2.7.3 | Pixi.js | WebGL | WebAudio http://phaser.io ♥♥♥ 3 VM1498:15 0 // 3 times an element/object was checked to have 0 speed 101 VM1498:15 50 // 101 times an element/object was checked to have 50 speed VM1498:15 0 // 1 time an element/object was checked to have 0 speed 5 VM1498:15 50 // 5 times an element/object was checked to have 50 speed VM1498:15 0 // 1 time an element/object was checked to have 0 speed 5 VM1498:15 50 // 5times an element/object was checked to have 50 speed VM1498:15 0 5 VM1498:15 50 // 5times an element was checked to have 50 speed VM1498:15 0 // 1 time an element/object was checked to have 0 speed 5 VM1498:15 50 // 5times an element was checked to have 50 speed So it does check elements for 0 velocity...so why does my If not fire??
  11. I am the developer of Fantasy Wars, a casual turn-based strategy game. The game can be currently played on the Apple App store (https://apple.co/2ADwNo3 ) and the Google Play store. (http://bit.ly/FWGplay ) Here is a trailer that shows some gameplay - https://www.youtube.com/watch?v=siT9azFQX04 I posted screenshots on this site when I launched the game. http://www.html5gamedevs.com/topic/40730-fantasy-wars-phaser-6-fantasy-races-fight-over-a-small-world/ I am seeking a developer to help create the sequel. While Fantasy Wars is a fun game, it is fairly simple. I am looking to add more features and create a more robust strategy game. I created the game in Phaser 2 and I imagine there will be a lot of code-reuse for the sequel. There will probably be some code refactoring as well (the result of long nights as an indie developer). Our team, Miyagi Games, consists of me and one artist. This has been a hobby project, but I cannot do all of the development myself. Requirements: Javascript/HTML5 - Phaser experience preferred. Positive attitude Nice-to-haves: Insight on mobile marketing as well as game monetization. If you are able, please install and play a few rounds to be familiar with Fantasy Wars. The game is free to download. Please pm me or reply here if you are interested. Just to clarify, we have a budget of $0.00 so this is not a paying position. However, depending on the working relationship, that may change in the future.
  12. Hsaka

    Snake 99

    Inspired by Tetris 99 for the Nintendo Switch, here's a local multiplayer snake game that supports as many players as your WiFi network can handle! Play Snake 99 Built with Phaser 3
  13. Hello, I have different states like "menuState", "optionState", "playState". In optionState I have more than 50 toggle buttons (possible frames: 0 and 1) So, I can include/exclude different cities by clicking those toggle buttons. Let's say I click toggle button next to "Berlin", this city is excluded from an array, and button's frame is set to 1 now. It works fine for all cities, but if I go to menuState or playState, then I go back to optionsState, those toggle buttons are created again, and their frame is 0 by default. Is is possible to save those buttons (keep them on frame 1) after switching the state? I can add different variables to game.js for example, and when toggle button is clicked, set corresponding variable to 0/1. But this requires a lot of coding. Is there any better solution? Thanks
  14. We are a small up-and-coming games studio based in East Anglia, UK, with several games that are ready to be pushed into final production ready for use in the betting and casino industry. We are looking for a freelancer, preferably with experience in the casino or gambling industry, to help us take a demo we have already built in Unity and port it over to HTML5. We will also require the finished game to be plugged into a number of different casino and betting networks. Ideally we'd like someone UK based, but we will consider a remote candidate if they tick all the right boxes. Relevant examples of work would be greatly appreciated.
  15. I am making a top down RPG styled game using Tiled and Phaser 3. I have already made a map in Tiled for the city and store. Also, I have already set the objects for the location of the store where the player is suppose to go in order to enter the store and the location where the player is supposed to appear. The thing I am having trouble figuring out the code I am suppose to use in order to facilitate this action, as well as going back to city map. One more thing, If there are any other ideas on how to go about this I am all ears.
  16. I've finished porting my Snake Slider puzzle game using Phaser. >> Snake Slider playable demo << It's a unique sliding puzzle game. The goal is to move the green snake to the exit. You can slide any snake by dragging them by their head or tail. Use as few moves as possible to earn all three coins. There also are apples and mushrooms that will make the snakes longer or shorter, blocks to push around and locks to unlock. The game also features hand-drawn graphics and multi-language support. It's based on an older iPhone/Android game, this is the JavaScript version which is completely re-written. It's powered by Phaser and it's slightly improved compared to the older version; it has an animated tutorial hand, a visible cursor, sound effect when moving, and overall more animations (menus, buttons etc). Let me know what you think. Can you can solve all levels?
  17. Hi everyone! We made our first game with help of Phaser 2. And it is now available on mobile. iOS: https://itunes.apple.com/us/app/railways-of-love/id1409113518 Android: https://play.google.com/store/apps/details?id=com.provodnik.wagon Description An interactive road novel about love and fate in the tradition of the Russian classics. Train wheels click-clack monotonously. Two people - a man and a woman - go back home from the city of the future. They have feelings for each other. They are doomed to part. You can change their destiny and help the protagonists confess their love. It’s impossible to do the very first time, but every successive attempt will reveal more about the protagonists’ background, about the world controlled by Progress-program and unlock additional ways to influence their conversation. The importance lies in every small detail of the dialogue: blinking light, the spikehead outside the window, music in the next compartment. You will have to come up with the right sequence of such small details to finally… And it is tempting to say – make the protagonists happy. But what is happiness? What sacrifice should be made to find it? Is it possible at all? Answers to such questions may turn out to be unexpected. Some promo codes Android: 9CZ1PTNCXLP5MH9LT2B40Q7 FTJCDRTZHM7WH3QE7NPQZU2 DSB368LR4MEU22W9GRF2J3E LTWRXYYXRZV0N5ATFFVDWBE iOS: FX74MPNA9W3F 7EPLH493NN44 MWMHW6PA394K 4ELTFRTYJHRM P. S. This forum helped us a lot during the long development period. Thank you guys! And special thanks to Richard for Phaser. It is such a great tool.
  18. In many strategy games it's common that the world is larger than what you see on the screen, and the user will "drag" themself around the level to move around the world. How can I implement this in Phaser? I've seen examples to drag sprites within a level, but not to drag basically the camera view itself. Something like this example: http://examples.phaser.io/_site/view_full.html?d=world&f=fixed+to+camera.js&t=fixed%20to%20camera but where you are moving by dragging with either the mouse or the touch instead of the arrow keys
  19. Hello, I have a question regarding the Contact Material example (http://phaser.io/examples/v2/p2-physics/contact-material). How is it possible to totally disable bouncing? Even with a restitution of 0, the sprite still bounces a little. Is it necessary to tweak yet another physical property? Or is it unavoidable to have bouncing in P2? Thanks!
  20. How to call a function correctly checkDown ? Now it shows an error that this function was not found. main.js function checkDown() { if (CAN_CLICK) { CAN_CLICK = false; last_pointer_position.x = game.input.activePointer.worldX; last_pointer_position.y = game.input.activePointer.worldY; setTimeout(function () { CAN_CLICK = true; }, 200) } }; game = new Phaser.Game(_GLOBAL.Width, _GLOBAL.Height, Phaser.CANVAS, 'game'); game.state.add('menu', gameCreate); game.state.start('menu'); gameCreate.js var gameCreate = { preload: function () { } create: function() { var self = this; this.game.input.onDown.add(self.checkDown, this); }
  21. Hello, So I actually have the following code that works: var player; var box_tnt; function create (){ this.physics.add.collider(player, box_tnt, hitTnt, null, this); } //the function hitTnt stop the game because the player died function hitTnt (player, boxes){ this.physics.pause(); player.setTint(0xff0000); player.anims.play('default'); gameOver = true; } and I want to do something like: var player; var box_tnt; function create (){ this.physics.add.collider(player, box_tnt, hitTnt, null, this); } //the function hitTnt stop the game because the player died function hitTnt (player, boxes){ gameOver(); //other stuff here } function gameOver (){ this.physics.pause(); console.log('Game Over!'); textGameOver.setText('GAME OVER'); player.setTint(0xff0000); player.anims.play('default'); gameOver = true; } but I have the following message: Do you have please any ideas how to do it properly?
  22. Hello! I am using the following code (which is a simplified snippet in order to make it more readable): which is a simplified snippet in order to make it more readable var player; var box_tnt; function create (){ this.physics.add.collider(player, box_tnt, hitTnt, null, this); } //the function hitTnt stop the game because the player died function hitTnt (player, boxes){ this.physics.pause(); player.setTint(0xff0000); player.anims.play('default'); gameOver = true; textGameOver.setText('GAME OVER'); } Actual comportment: when the player hit the bomb: player die; end of the game Desired comportment: when the player hit the bomb: the bomb wait 3 secondes and then explode ! If the player is too close he die. But I stuggle a lot to use a timer even after reading a lot of example in the forum I am a newbie concerning Phaser so I didn't succeed to it so far. Any help would be appreciated, thank you in advance!
  23. Hey! 👨‍🚀 I have been experimenting with Phaser for a while now and started a project like a year ago. It was a real time top-down rpg game where I ended up spending a lot of time trying to put together some fun combat mechanics. My visions for that project grew pretty big and I wanted to do something more short-term and I had been thinking much about creating some point and click adventure based on real photographs because I knew so many fine and inspiring places nearby that I could use as environment instead of having to bother spending a lot of time in creating graphics that I never get satisfied with anyway. So I started coming up with a story and went out some weekends this autumn with my Honor 8 mobile camera — yes, this is going to get real low budget 😏 — and collected some image material in locations that I found suitable. There is everything from dark pine forest to more open rocky areas, mountains and beech woods. There is even some material captured from the ruins of an old abbey! These images would then be sorted out to form the kind of game world I wanted. This is a process which I'm still engaging in, but I've started to make out how the first part of the game are going to be. Introduction The forest is spoken of as a place of magic and strange experiences. Still, there are no roads disturbing its ancient splendor. Although traces of some human inhabitants do exist, their wisdom and practices have since long been laid to rest by the passing of time and the power of nature. Some say their spirits still reside there and attempts have been made to unravel the mystic forces witnessed by people of recent times. After losing your friend during a camping adventure in the remote forest — you are contacted by the spirits of the land. You gain knowledge about a conflict between the supernatural powers that resides in the area. Dark forces have risen against the forces of light since a sorcerer came to dwell within the deep of the woodland. He has taken your friend as a human sacrifice. Will you find him before the night of ritual and restore peace to the forest? 💁‍♀️ Gameplay As can be read in the little introduction; the game is going to be about encountering dark powers. 🧛‍♂️ So there are areas in the game which you will have to clear of the darkness before working there or continuing to the next area — otherwise you'll go dead/mad/asleep-to-wake-up-later-having-wasted-a-lot-of-time or something. So in relation to this; an early idea for the game was to have some kind of mechanic where players have to draw magical incantations from a spell book. 🧙‍♂️ This is achieved by using a JS lib that makes it possible to draw vectors and compare vectors. The result is the matching percentage of the vectors — so in that way I can adjust difficulty and maybe also set different requirements for matching by shape. To make this drawing stuff more challenging; when the player are drawing in these dark areas — the canvas will shake and randomly erase lines you just drew and stuff like that. The first spell will be a lesser banishing spell to clear out the early dark areas. Then other spells will be added to solve greater problems in the game. Another mechanic that I'm developing is actually an idea I came up with for the previous Phaser project which I wrote about in the beginning. This mechanic is based on dowsing. So the player will have a crystal pendulum as a tool when finding clues and information. The pendulum can be dragged around the area and will move in different ways depending on what secrets can be revealed in that certain place. The key to interpret the pendulum will also be in the spell book I guess. 💁‍♀️ So these are two mechanics that is under development along with the first part of the game. Some video teasers of how this will look can be found here: Project Page with Demo Videos Another thing is that the gameplay will have a time aspect. So you will always have to return to the camp when it's getting dark because at night; all the areas in the game will be dangerous to be in, just like the areas affected by dark magic during the day. Below you will see some images of the stuff I just covered. And here is a link to my website and twitter where further updates about the game and the development process which probably will be pretty slow: http://www.heavyrealm.se/ https://twitter.com/jonteferm I imagine I will work more on the game if I also sometimes tell other human beings what I am doing.
  24. My scenes with the maps I created are not loading in the browser. To get an overview of what is going on, I am creating a game RPG like game that that has a top down view of the character. The game I am making requires the character go into a store and buy some items. I think I may have found a solution for the problem of switching between maps using multiple scenes. However, the problem now is that the map isn't loading and when inspect the game in chrome an error message that reads "Uncaught Reference Error: SceneA not define at index.js: 19". I thought that I set up the code correctly. But see what I did wrong, so I will include the js file since it is over 360+ lines of code. index.js
  25. Hello, Please can someone tell me whether Phaser games will work well in IE9? As phaser uses webGL, I assumed it won't work in IE9 as webGL is not supported by IE9. But still I was able to open a few of the phaser games in IE9. I just want to get an overall analysis of browsers supporting phaser games.