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Found 3,345 results

  1. I want to implement a bitmapData property to skew my sprite, so anybody help me out there..? need to know how to implement search docs in our game..?
  2. Our team is looking for experienced HTML5 developers who are able to join our team immediately as remote freelancers. Duties will range from creating mini games, to full HTML5 games (using Phaser). With this in mind, we need a developer who is dedicated, hard working, extremely knowledgeable and who takes pride in his or her product. The position will start with a few simple minigame projects, and has plenty of room to grow for the right candidate into more work, including full html5 games, conversions and more. Payments are flexible and can be made in fixed, hourly or salary methods. Please note that first we will do a test work with you which will be a fixed pay job. Afterwards we can move to whichever method you would like. Good English speaking and communication is needed so that there is no communication failures. You may be asked to work in some, or all of the following areas. Please note that you do not have to have experience in all of the areas, and that is ok! However, Phaser knowledge is a must. We do not mind people with less experience, they are welcome to apply. Slack: With all projects, we do require a very open communication dialogue. We use Slack for our team conversations. HTML5: You will be converting and/or creating HTML5 games for mobile, tablet, and all platforms. Git Repository: Experience with GIT is a plus, but can train for this. Phaser: Phaser knowledge is a must! You should demonstrate a mastery with all of itโ€™s features, and have titles in your portfolio using the framework. Our games are very small and simple. You will be provided with all the assets and straightforward logic of what has to be done. We concentrate on polish such as tweens, particles and little details that give life to each game. Having an eye for game design and well polished end results are critical! (We can help you achieve it). Once applied, I can explain it to you on what exactly we want here by showing you samples. The three biggest things we look for are excellent communication skills, the ability to not only develop exactly what is given to you, but also contribute new ideas and creative thinking, and finally timeliness. Its absolutely needed that work is always completed on time. Please mention your time zone when applying for the job. Please only apply if you are 100% sure that you can dedicate the time towards it. Please submit your portfolio and hourly wage requirements to jobs by mailing to vivekagrawal57 [at] gmail.com, thanks!
  3. How to pass the cursor object to a method that belongs to a class that inherits the Phaser.Sprite class? I have a class that inherits from Phaser.State in which I create a cursor object and pass it to the update method from another class. class Play extends Phaser.State { create() { this.physics.startSystem(Phaser.Physics.ARCADE) ... this.player = new Player({ game: this.game, x: 32, y: this.world.height - 150, asset: 'dude' }) this.game.add.existing(this.player) } update() { const cursors = this.input.keyboard.createCursorKeys() this.player.update(cursors) } } Player class - problem occurs in the if condition: class Player extends Phaser.Sprite { constructor({ game, x, y, asset }) { super(game, x, y, asset) this.game.physics.arcade.enable(this) this.body.bounce.y = 0.2 this.body.gravity.y = 300 this.body.collideWorldBounds = true this.animations.add('left', [0, 1, 2, 3], 10, true) this.animations.add('right', [5, 6, 7, 8], 10, true) } update(cursors) { this.body.velocity.x = 0 if (cursors.left.isDown) { this.body.velocity.x = -150 this.animations.play('left') } } } Error message: "TypeError t is undefined"
  4. How do you configure the server for this template ? => https://github.com/nkholski/phaser3-es6-webpack I'm trying to do it by following this tutorial => https://gamedevacademy.org/create-a-basic-multiplayer-game-in-phaser-3-with-socket-io-part-1/?a=13 I added two dependencies: nodemon and express. I created the server.js file with the server configuration. const express = require('express') const app = express() const server = require('http').Server(app) const path = require('path') app.get('/', function(req, res) { res.sendFile(path.resolve('index.html')) }) server.listen(8081, function() { console.log(`Listening on ${server.address().port}`) }) In the package.json file, I added a command to start the server: nodemon src/server/server.js The server starts correctly but the indicated html file can not read the scripts (" The load failed for the "script" element with the source vendor.js and app.js"). Project structure:
  5. Hi everyone! After one year and a half of hard work, I finally have the great pleasure of introducing my game, On the Way to Nemroth (OWN)! OWN is a deathmatch game in 1v1, 2v2 and 3v3 with fast-paced games under 3min. Gameplay-wise, it's a crossover between MOBAs (you control one hero with a limited skillset) and Brawlers (maps are small, action pretty intense). You can watch the trailer here : The competitive side has been polished, (league system, no random mechanics, depth of gameplay etc.), but you can also play casually in normal or private games. Because games are super short, you can use OWN to fill in idle times (like a League of Legends matchmaking, for example) or you can play more seriously and try to rank up the ladder. Money-wise OWN is 100% free-to-play, 0% pay-to-win and contains no ad. It's pay-to-customize. You will have all heroes for free, and you will win virtual currency and chests as you play. By the way, I've created a promo code which will unlock you 1000 gold coins at registration : PHASER ! And with registration also comes a free legendary chest! Regarding the technologies, OWN uses Phaser and Node for the pvp games, and React for the social part. But enough talking, here are the important links : The game HERE ! Testing the game without registering HERE ! Don't forget to follow us on social medias : Facebook Twitter Youtube Discord
  6. Detective Moustachio

    [WIP] Detective Moustachio

    Detective Moustachio is an HTML5 game made with Phaser CE, Cocoon for mobile optimisation (on old devices) and it use the Arcade physique of Phaser (a bit customised for the slope textures). The atmosphere of the game is a retro pixel art neo post apocalyptic (Despite it I made it as funny as I could do). The story is about a private detective which is trying to solve a case about a lady who lost her cat, and things escalated very very quickly (like mad scientist, gravity inverted on earth and stuff like that). I work on this game since 10 months+ as an hobby and I am doing my best to release it really soon (Actually working on the maps, coding the bosses and putting the sounds).I will try to release it at the end of the summer on Web, Messenger, Android and Ios. You guys can follow the progress of the development on my twitter : https://twitter.com/DelgadoRenaud I put updates and previews of the game daily/weekly. I have a lot of surprises about this game. Since this is a hobby and not my main activity, I won't put any ads or things like that, I just wants people to have fun playing this game !
  7. We're looking for devs to participate in testing our playable content creation platform. Here are some details on the features and benefits: Using our library of existing game assets or starting from scratch, game devs can easily build and customize playables to attract ready-to-pay/play users through highly engaging and fun interactive experiences. Custom playables are instantly published and can be distributed across any website/network/app to engage and acquire new, high LTV users. If you're interested in participating, please respond to this thread or email me at erict@gamecommerce.com
  8. xKizaru

    Phaser vs Wix !!!

    Hey everyone, hope you are doing good Not too long I was looking on the net for a piece of advice about how to create a 3d furniture editor/ customizer (which library to use and stuff...) and the best thing I found was this topic http://www.html5gamedevs.com/topic/23640-best-library-for-furniture-simulator/ But I still not decided on which to choose: Phaser or Tree.js ...(do not know where to start either) Why did I mentioned Wix in the title?? because I started this project as an internship and the company is already on Wix so I'm looking also for a way to integrate the the 3d editor on a Wix page (if it is possible) here is an example of what the company asked to code : https://www.mobibam.com/configurateur I'll be more than grateful for your thoughts and insights ^^
  9. Journey Kim

    Samsara - Stones of Eternity

    I've released my game for HTML5 using Kotlin and Phaser 2! Samsara - Stones of Eternity is brand-new, super addictive puzzle game. Play Samsara - Stones of Eternity I started this project about three years ago on iOS using Swift and SpriteKit. This year, I've ported to Android using Kotlin and libGDX. As Kotlin is a mother of Swift, works were not too hard. Last month, I tried publishing for HTML5, but libGDX doesn't support Kotlin for HTML5! After some struggling, I found Kotlin can cross-pile to javascript. So I decided using Phaser, of course. Only one problem was how I could bridge Kotlin and Phaser. Thanks to hiperbou, developer of phaser-kotlin, I easily port my game HTML5. You can play three unique modes with three themes. For 3x3 games, you can use your keyboard(U, I, O, J, K, L, M, comma, period) or numeric keypad, also. 'X' key and enter key are used for cancel and confirm for pop up menu.
  10. Play Cool Math

    Online Mahjong Solitaire

    Hello Everybody I released new online mahjong solitaire https://onlinemahjong.games I add new level Every day from 1 January 2018 (170+ levels) 3 tail skins Facebook connect High score Backup (restore game if you closed browser) Undo (unlimited) Magic button (help after 10 seconds) Pause Restrore progress system (if you logined, you can restore progress on other devices and browsers) I need to ask you something โ˜บ๏ธ. Login and complete any level. I want to see some players in table of record (Now you can to see only me ๐Ÿ˜Ÿ) Thank You! iOS version: https://itunes.apple.com/app/online-mahjong-solitaire/id1410379162?ls=1&mt=8 Android version: https://play.google.com/store/apps/details?id=cool.logic.onlinemahjongsolitaire
  11. lunafromthemoon

    (Demo) Spiked Heart

    Hello everyone, I present you my new visual novel, Spiked Heart. Spike is just a cat like any other, until the local fairy came to visit and told him to find his true love, or else. Is it just a coincidence that the fairy looks exactly like Cereza? Can Spike find his true love? Why does the game look so shitty? Many questions in this life have no answer. The game was developed with RenJS, a Visual Novel library for Phaser, also developed by me! Thanks for playing! https://lunafromthemoon.itch.io/spiked-heart-demo
  12. I released my first Phaser project last week on Kongregate. I'd love any feedback anyone here might have about how to make this project (and future projects) better! Additionally, if anyone has advice for successfully releasing/shipping/marketing games, I'm all ears for that too. ๐Ÿ™‚ Solve challenging real time puzzles to unlock portals that take you to new more advanced worlds. Perfect your navigation of each level to unlock bronze, silver, and gold time trial medals. Play the game here: unstablegame.com
  13. dcgames

    [WIP] Online Domino Games

    Guys, I have been working on a bunch of domino games and have just released first set of 8 games which I am sharing here. Looking for your feedback on this. AI for the games are decently intelligent (mostly plays for scoring and blocks if it can not score). If someone has any feedback with regards to AI, please get back. http://www.onlinedominogames.com I have another set of 6+ games which are work in progress. Shall provide update once they are also done. Meanwhile your feedback will be much appreciated.
  14. oom1993

    moveToXY with socket.IO problem

    socket.on('bulletFromServ',function(bullet){ activeBullets[bullet.id][bullet.num] = game.add.sprite(connectedSprites[bullet.id].x - 8,connectedSprites[bullet.id].y - 8, 'bulletSprite'); game.physics.arcade.enable(activeBullets[bullet.id][bullet.num]); game.physics.arcade.moveToXY(activeBullets[bullet.id][bullet.num], bullet.xDest, bullet.yDest, 300); }); Hi, i am having an issue with socket IO together with the moveToXY physics method. When the client receives the "bulletFromServ" message above. I try to initialize a sprite and then use the information sent with the bullet parameter to fill in the parameters of the moveToXY method. However, the sprites are created in the correct position but do not move at all. This snippet of code is within the create function but i have also tried using it in the update function with no luck. I use the moveToXY function in the below code which doesnt involve a socket call and it works fine. The snippet below also includes the emit to the server with the bullet details. Any ideas why the sprite is rendered but does not move to the position i specify with the moveToXY call? if(!firstFired){ activeBullets[socket.id] = [game.add.sprite(connectedSprites[socket.id].x - 8,connectedSprites[socket.id].y - 8, 'bulletSprite')] firstFired= true; }else{ activeBullets[socket.id].push(game.add.sprite(connectedSprites[socket.id].x - 8,connectedSprites[socket.id].y - 8, 'bulletSprite')); } activeBullets[socket.id][activeBullets[socket.id].length-1].checkWorldBounds = true; activeBullets[socket.id][activeBullets[socket.id].length-1].outOfBoundsKill = true; game.physics.arcade.enable(activeBullets[socket.id][activeBullets[socket.id].length-1]); game.physics.arcade.moveToXY(activeBullets[socket.id][activeBullets[socket.id].length-1], game.input.mousePointer.x, game.input.mousePointer.y, 300); socket.emit('bullet', {id:socket.id, x:activeBullets[socket.id][activeBullets[socket.id].length-1].x, y:activeBullets[socket.id][activeBullets[socket.id].length-1].y, xDest:game.input.mousePointer.x, yDest:game.input.mousePointer.y, num:activeBullets[socket.id].length-1 }); Thanks
  15. Hello! We made an IO game called PirateBattle.io and you can play it here: http://piratebattle.io/ Mobile app version here: https://play.google.com/store/apps/details?id=com.jettigames.piratebattle IOS coming soon You are a pirate ship and you shall collect coins and shoot other ships. Coins are used to upgrade your boat. Controls: Use mouse to move Use left click to shoot Use space to boost Use 1, 2, 3 and 4 to upgrade your ship if you have enough money This game is made using Phaser, socketIO, NodeJS backend and Nginx for serving the static files. PLAY IT HERE: http://piratebattle.io/
  16. when a game object belongs to multiple groups that have runChildUpdate enabled, is there a way to make sure its update only runs once per frame? or is there anyway to get around with it?
  17. Hi Guys, I'm having some issues with an emitter that I am trying to attach to a sprite using the addChild method. The emitter should be a child of the player's arm so that it moves and rotates correctly. When I add the emitter to the game without being added as a child it works fine. As soon as I add it as a child to the arm it disappears from the game world. I've played around with a bunch of different coordinates in case it was being moved slightly off screen but I've come to the conclusion that something is going wrong here. I've also run tests in a new state with just a single sprite and an emitter and as soon as I add the emitter asChild of the sprite it is gone. I'm probably missing the thing that is going wrong here, so any help would be appreciated. I'll put my code snippet below if that helps at all create: function() { this.game.stage.backgroundColor = "#000"; this.playerContainer = this.game.add.sprite(300, 600, null); this.player = this.game.add.sprite(0, 0, 'player'); this.player.scale.setTo(0.75); this.backArm = this.game.add.sprite(-10, -180, 'backArm'); this.backArm.scale.setTo(0.75); this.frontArm = this.game.add.sprite(-10, -180, 'frontArm'); this.frontArm.scale.setTo(0.75); this.emitter = this.game.add.emitter(0, 0, 5000); this.emitter.makeParticles('whiteParticle'); this.emitter.minParticleSpeed.setTo(200, 0); this.emitter.maxParticleSpeed.setTo(2000, 0); this.emitter.gravity = 200; this.emitter.lifespan = 0; this.playerContainer.addChild(this.backArm); this.playerContainer.addChild(this.player); this.playerContainer.addChild(this.frontArm); this.frontArm.addChild(this.emitter); this.game.physics.arcade.enable(this.playerContainer); this.game.physics.arcade.enable(this.player); this.playerContainer.body.collideWorldBounds = true; this.player.anchor.setTo(0.5); this.frontArm.anchor.setTo(0.4866, 0.2925); this.backArm.anchor.setTo(0.4866, 0.2925); },
  18. how to use phaser auto completion in brackets -------------------------------------------- install ternific (extension) [brackets] after that, go to :: for windows::(mac and ubuntu might be quite similar) C:\Users\username\AppData\Roaming\Brackets\extensions\user\ternific\node_modules\tern\plugin and paste phaser.js (auto completion api) (right click and save) http://redchilligame.com/tutorials/vim_phaser/js/phaser.js create .tern-project at the root dir. of your project file and paste and save { "ecmaVersion": 6, "libs": ["browser"], "loadEagerly": [], "plugins": { "phaser" : {}, "doc_comment": true } } enable ternific:: at right top side of file option menu, click the ternific option file>ternific --> now you can use phaser autocompletion with tern-documentation/tern-def bonus:: install phaser-chain extension ( for phaser api documentation) credits:: http://redchilligame.com/how_to_use_phaser_with_vim
  19. Hi All I've been working on a top down endless runner , where the player jumps from one platform to another and should not leave the screen. How to make a platform move horizontally I'm spawning platforms and adding x and y velocity its working but is it a right of doing it ? if not how to make it look better this.initX = this.x; this.body.velocity.y = -200; platform.prototype.update = function () { if (this.moving) { if (this.x > (this.initX + this.width)) { this.speed = -200; } if (this.x < (this.initX)) { this.speed = 200; } this.body.velocity.x = this.speed; }
  20. I'm currently working on a project myself. Basically as a hobby. Yet I feel it might have potential someday. Therefor I'm willing to invest in myself and this game by hiring help. The goal is to help and guide me. Not to make the game. Obviously I might be helpful if you can provide snippets or classes when I'm really struggling I guess the skills needed are; Phaser 3 TypeScript webpack something about nodejs; express / socket.io I can pay in various ways. Either just cash (transfer, paypal whatever) or help and guidance in things I'm actually good at; (PHP, hosting, devops).
  21. Hello, Just a quick question. I want to kill any emitter particles that overlap with a sprite. I've tried: if(this.game.physics.arcade.overlap(this.emitter, this.sprite)) { this.emitter.removeChildAt(0); //and this.emitter.removeChild(); }
  22. Impossible Snake is a game I've been working on (see posts here and here) and it's now available on the Android playstore. Impossible Snake on Coolmath Games: http://www.coolmath-games.com/0-impossible-snake Impossible Snake on Android Store: https://play.google.com/store/apps/details?id=com.bdrgames.impossiblesnake.ads Impossible Snake on kongregate - http://www.kongregate.com/games/BdRGames/impossible-snake Impossible Snake on newgrounds - http://www.newgrounds.com/portal/view/698543 It is a one-button game, meaning that you control the snake with only single taps on the screen. Every time you tap the snake will toggle between turning clockwise and counter-clockwise. Eat all apples to complete a level, the last three levels are almost impossible.. almost. There is also a VS multiplayer mode, where 2 players can compete on the same device. Player one taps on the top half and player two taps on the bottom half to control their snake. Eat the most apples to win.
  23. ArcadixInfotech

    box2d collision filtering with phaser

    Hello, Can anybody please tell me how box2d collision filtering works in JavaScript(box2dweb). I need balls to collide with player but not with other balls. There are example out there but they are in c++ or other language. I am newbie in gaming hence a silly question. Thanks.
  24. Vvalent

    [Phaser] HADRON

    You are the Large Hadron Collider, but are you the best Hadron Collider? --- This is my first complete game. It's far from perfect, but I put a good deal of work into it so I hope you guys enjoy it. Any comments or impressions are welcome. Play it here on Desktop or Mobile (recommended): https://ametrine.itch.io/hadron Details: Stack: JS (ES6) + Webpack + Babel Built with Phaser 2 (started development before v3 release) Source repo: https://github.com/JHAvrick/hadron