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Found 3,332 results

  1. 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 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.
  2. Hey Folks, I hope you can help. I am fairly new to Phaser 3 and am currently working on a platformer where my character can run, jump and collect collectibles. My game is modularised through WebPack everything else is plain JS along with the Phaser 3 framework. I am using Tiled where I export my levels as json files and the initial level loads perfectly with all collision tiles in place and working as expected. I've hit a road block with loading/starting new levels. I'll try and explain with my code to clarify. I've reduce the code significantly to make it easier to read. main.js: Entry file // Main.js import 'phaser'; import { Cave } from 'scenes/cave'; import { Playground } from 'scenes/playground'; var config = {...}, scene: [Cave,Playground] }; var game = new Phaser.Game(config); Cave.js. For the sake of conciseness, I've placed the this.scene.start in the update function so the new scene initialisation happens immediately. MapSetup function is further down. // Cave.js import 'phaser'; import MapSetup from 'modules/map-setup.js'; import CollectibleSetup from 'modules/collectible-setup.js'; const mapSetup = new MapSetup(); const collectibleSetup = new CollectibleSetup(); export class Cave extends Phaser.Scene { constructor () {super('Cave')} preload() { this.load.tilemapTiledJSON('map', 'assets/levels/cave/cave.json');// map made with Tiled in JSON format this.load.spritesheet('cave', 'assets/levels/cave/cave.png', {frameWidth: 64, frameHeight: 64});// tiles in spritesheet } create() { // Setup up map for this scene/level var mapObj = mapSetup.sceneMap(this, 'map', 'cave', 'world') =; this.physics.add.overlap(this.player, this.stars, collectibleSetup.collectStar, null, this); }// create update () { this.scene.start('Playground') } Playground.js // Playground.js export class Playground extends Phaser.Scene { constructor () {super('Playground')} preload() { this.load.tilemapTiledJSON('map', 'assets/levels/playground/map.json');// map made with Tiled in JSON format this.load.spritesheet('tiles', 'assets/levels/playground/tiles.png', {frameWidth: 70, frameHeight: 70});// tiles in spritesheet } create() { // Setup up map for this scene/level var mapObj = mapSetup.sceneMap(this, 'map', 'tiles', 'World') =; this.physics.add.overlap(this.player, this.stars, collectibleSetup.collectStar, null, this); }// create } MapSetup.js. The issue occurs here when the PlayGround scene is initiated. import 'phaser'; export default class MapSetup { sceneMap (ctx, key, tileSetImage, dynamicLayer) { // Map var map = ctx.make.tilemap({key: key}); console.log('map',map) // tiles for the ground layer -` var groundTiles = map.addTilesetImage(tileSetImage); // create the ground layer - layers[i].name var groundLayer = map.createDynamicLayer(dynamicLayer, groundTiles, 0, 0); // the player will collide with this layer groundLayer.setCollisionByExclusion([-1]); // set the boundaries of our game world = groundLayer.width; = groundLayer.height; return {map:map, groundTiles:groundTiles, groundLayer:groundLayer} } } I'll try and explain the issue as I understand it. When Playground is initiated, the following error fires in the console and it's because the the groundTiles & groundLayer variables return null so the setCollisionByExclusion doesn't work. When I console.log the map variable that get's assigned in the sceneMap function it returns: The tileset name is still referencing the cave json object and not the playground one. I don't understand why that is. My understanding is that a scene is automatically stopped when a new scene is started and that each scene is it's own class so i'm a bit baffled as to why previous references are still in place. What am I missing? Any help would be much appreciated. Thanks, All Moe
  3. I'm using Phaser2 to make a simple game. When I set the game width and height to these: var Screen_Width = window.innerWidth * window.devicePixelRatio; var Screen_Height = window.innerHeight * window.devicePixelRatio; The game runs really slow on my iPhone. What is the problem?
  4. wordplay

    How to align game in webpage

    I am new to phaser and had just used a pre-made 800x600 game from the examples. I am creating a HTML page and I want to display text above and below the game however it is completely refusing to do so. Any advice would be appreciated
  5. FlopJack

    Detection zone

    I would to implement in my game a 'collision zone' on enemy. For example when the player approaches (without touching it ) an enemy, this one start to follow him.
  6. Hello! I have chosen this forum to be the first place where i will communicate about the release of my game, because Phaser has a special place in my heart. i decided to work hard on this project, alone, and never talk about it until it was well polished. I was about to release the beta in a couple of days but... what a surprise, i just saw that PhantomStom made an article about it! I don't even know how he found the URL, but i'm glad he did it :). So a little earlier than i expected, here is Infinity Land (BETA): It's a sandbox platformer, you can create your own levels, and share it with the community. Greatly inspired by Mario Maker of course, but also: Metroid, Mega Man, Super Meat Boy, i wanna be the boshy. The levels i design are pretty hard because i like to improve from dying! but i will make more easy levels for beginners. I suggest you to look at the SPECIAL INTERACTIONS page to know more about all the subtleties. You can also play the controls tutorial without registering: CONTROLS TUTORIAL You can help me to improve the game by reporting issues or misspelled worlds to Thank you in advance for testing the game, any feedback is welcomed.
  7. Hey All, I hope you can help me. I'm quite new to Phaser. I've looked all over google and couldn't find an answer to my question. I have an idea for a Tetris-like game. At the moment I'm learning the basics by setting up a single block to fall on the floor before another single block falls after it. The block falls from the air onto the ground just fine. The issue is: I simply want to have a collision call back happen once. I've simplified the code to make the question easier to read: function create () { this.physics.add.collider(block, ground, hitFloor, null, this); } function hitFloor () { console.log('floor hit'); } The block hits the floor and the callBack runs infinitely which makes sense because the block doesn't move and stays on the floor. I was considering setting a flag with a variable like `floorHit`. Something like: function hitFloor() { if (!floorHit) { console.log('do something') floorHit = true } } But I want to have multiple blocks fall and this won't work because the new block that gets created needs to have the `floorHit` variable set to false before it starts falling. What am I missing? Any help would be much appreciated. Thanks MHC
  8. I'm making a new video game named Strange Platformer Game. It involves trying to reach the next level. I'm really passionate about this game and I want to work together with you, the player, to make this a great game. Many more levels and features are being planned, but I would love to receive feedback from you to make sure the game is heading in the right direction.
  9. Hi everyone! I'm very pleased to announce the IO version of my game, OWN! Now you can have a better glimpse at the game without registering, instantly in your browser! You can try it HERE. Hope you guys will enjoy it! And don't hesitate to leave some feedback!
  10. Hi guys, in the release of phaser 3.13, the developers of phaser have said that the support of scale manager and dom elements will be available in the phaser's 3.14 release, but after release we see that these functionalities are not available for us for now ? So who can say when it will be available and is there another option to solve problems related to adding dom elements and scaling.
  11. I'm trying to apply physics to a animated sprite. I used PhysicsEditor to generate the JSON and loaded the polygon shape for the first frame. Collision detection is not happening when i try to clear the shapes and load the polygon dynamically with respect to animation. Is there any method to clear and load the polygon dynamically to detect collision. Any thoughts ?
  12. hoangtd

    Can we watch CCTV using phaser 3

    I'm working on a project HTML5 . They want to watch CCTV ( camera ) using that project. I've already search everywhere but not found anything. So does phaser can do it ? Thank you
  13. manojsinghnegiwd

    [Phaser] Shooting Arcade

    One of my first game built with Phaser 2. Play the game at and let me know what do you think about this. Thanks
  14. RuslanPeresy

    How make isometric scenes?

    How do you make isometric with phaser? I try to use isometric plugin, but it doesn't work good with big maps exported from Tiled editor. Can you give any examples or source code?
  15. AramCP

    Optimal resolution for my game?

    When I started to create my game I wanted to make it look good on my own phone as a start. So I searched for my screen resolution and it is 1920*1080, so I decided to make my game 540 width and 960 height, making it the half from my res to not make the sprites too big and then scale it*2 in phaser. Yesterday I first tried it on my phone using cordova, and I can only see like 30% of my game because it is too big for the screen. And I dont really understand why is that happening.
  16. Hello fellas! Having web games is amazing, but we all know monetisation and marketing is a lot easier with apps. What is currently the best way to port a web game into native apps? Is there any wrapper out there working well without having a big impact in performance? The one I've seen is cocoon js, but I've not yet been able to make it work. Many thanks in advance!
  17. Hello, We had made a game in Flash AS3, We converted it into HAXE so that it works on a web browser, but the game lags(animation). Now we want to convert this kind of game in HTML5 which has heavy animation, suitable for web browser - Is this Possible? We are looking for an alternative platforms/framework/library that would support our game. Any and every suggestion would help us a lot. Here is the demo link -
  18. Play Cool Math

    Online Solitaire Game

    Hi Everyone! Today, I present my new online game: Online Solitaire ( Daily mode (Every day new level); 4 Game Mode for 100% solvable levels (1 Card/3 Cards, Normal/Vegas, more 6000 levels); Random Mode (Generate random deck, can be not solvable); Solitaire Solver (If you do not complete level, you can use solver to check solution); Undo; Facebook connect; Top score for daily mode; Backup (restore game if you close browser); Magic button (help); Restore progress system (if you logined, you can restore progress on other devices and browsers). It is the third game for Cool.Logic project (previous games: Online Mahjong, Online Sudoku) and the most hard game for me from this serie. I made easy level generator, but not all levels was solvable.I made solver, it checks levels for solutions. But some levels has several solutions and solver spend a lot of time to find all of them. I optimized solver for only one solutions and find solution no more 30 sec for random level. My solver can generate around 1000 levels per night. (I generated levels at night 😊) It was interest project for me. Play and leave your feedback. Mobile Versions:
  19. jamesfdickinson

    Voice Coder - Alexa skill

    Voice Coder helps you learn about coding while creating your own game with your voice via Alexa. The game starts without any logic or rules. Your job is to program rules. Once your game is created, you can play it on your mobile, tablet, or desktop computer. To play your game, go to, and enter your access code. While playing the game you can add more rules. In fact, the game logic will update in real-time. For example, in mid game you can change the gravity and it will update live. The game will suggest more rules to help you along via Alexa and the game itself. To get started. Say, "Alexa open Voice Coder" or go to and enable the skill. Say, "Add rule" to add a rule Say, "New game" to start a new game. Say, "List all events", to list all the events. Say, "Alexa, ask Voice Coder to ..." to skip opening the skill. Say, "Alexa, ask Voice Coder to add rule when start set background to moon". This project was created for The Alexa Skills Challenge: Tech for Good at The game is built with Phaser 3 and the backend with node.js. Links/Videos: Link to game: Video demo: Link to Alexa Skill: How it was built:
  20. Good news everyone! Recently our team was able to collaborate with guys from Bandai Namco (creators of famous game series like Pacman, DragonBall , Tekken and many more). We have created a web version of a good ol' arcade game MrDriller. Please take a look and let me know what do you think -
  21. Hi guys! It's been a while since I last posted about my game, but this new trailer (in french, english subtitles available) is a fairly good reason to! OWN is a competitive brawler made with Phaser, which you can play in your browser for free. Despite being a browser game it's real-time and highly competitive, and you can play in 1v1, 2v2 or 3v3. We organize beginner & pro tournaments every single week, open for free to everyone! You can use the PHASER promo code to gain 10€ ingame!
  22. VittorioSL

    Scale Polygon

    Hi all, I've a problem with Phaser and Box2D Physic. I created a game where I load sprites and apply a polygonal body to them through a series of coordinates. When I resize the sprite I send the coordinates to a function that recalculates them based on the scaling factor. The coordinate array returned to me is correct, but when I redraw the body I have the effect shown in the attachment image. In other words, a square is always drawn in the same position and with the same dimensions. The coordinates of the square AREN'T present in my array. I realized that this occurs when there are very close coordinates 'cause if the scaling factor isn't so small the problem doesn't occur. Can someone help me? Thanks in advance, Vittorio
  23. here's the GitHub repo. Highlights dev server with live-reload and auto port finder simple SHOW_ALL style stretch mode Auto spritesheet with spritesmith Image optimization on build streamlined assets loading modular development setup Inside full Making your first Phaser 3 game made into modular code. All feedbacks are welcome.
  24. hi I need help to fix a bug on mobile for a phaser game. it works on the PC (Browser) but not on mobile browser. thanks
  25. Yehuda Katz

    Update group's alpha without a delay

    Hello, Is there any way to force Phase to update texture without a delay? Shortly said, I have issue with Phaser.Group.generateTexture() method: 1) Lets say you have group, which fade out to alpha = 0. 2) Later you want set group back to alpha = 1 and 3) generate sprite, 0, group.generateTexture()) RESULT: you will get empty sprite... However, if I do lets say 100ms delay, everything works as expected... If I fade out group to 0.1 instead of 0, I am getting texture with 0.1 transparency, which means that PIXI needs time (one tick?) to actually update alpha. QUESTION: Is there any way to fix this problem? Thanks