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Found 3,361 results

  1. 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
  2. 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 ^^
  3. 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 ☺️. Login and complete any level. I want to see some players in table of record (Now you can to see only me 😟) 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
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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. 🙂 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
  9. 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?
  10. i want to make the player goes inside the ring
  11. 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; }
  12. I've been working on Impossible Snake 2 for a while now and at this point I feel it's finished. You can play a 9 level preview demo in the link below. Impossible Snake 2 on Coolmath games Impossible Snake 2 demo It is the sequel to Impossible Snake and it's a one-button snake game. You control the snake with only a single tap to change its direction, each time you tap the snake will toggle between turning clockwise and counter-clockwise. So in a way the controls are similar to Flappy Bird. Eat all apples to open the exit, go through the exit to complete the level. There are bonus coins in difficult to reach spots to add an extra challenge. There are some new features compared to the first Impossible Snake: Go through the exit to complete a level Collect bonus coins for an extra challenge Moving spark enemies, avoid them or you'll get electrocuted Laser beams, some can be switched on and off 27 levels + 9 bonus levels 3 different background themes Some sound & graphics tweaks Btw looking back I don't know why I didn't include screen shake in the previous game, as it's simply built into Phaser. It was just adding one line of code but it gives that much more *oomph* when you hit a wall. 😆 Anyway let me know what you think of the game. Edit: Impossible Snake 2 was just published on Coolmath Games
  13. 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).
  14. 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.
  15. 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
  16. ArcadixInfotech

    Texture in box2d rope/distance joint

    Hello, Is it possible to give a texture to box2d's rope or distance joint. I can see the joints in draw debug mode, but need something like an actual rope texture. Thanks
  17. I was trying with Phaser where i saw that this gets some kind of blurred when moving (ingame) Testet it in Canvas & WebGL both had the same result then i tried it to setting `pixelArt` to false in the gameconfig and when i tried it then, it worked smooth, but it seemd that it had activated some kind of antialiasing so it got washed-out but the moving was smooth Phaser 3.8 (Original) Tileset tiles 16x16 (no spaceing / margin) (Extruded) Tileset tiles 16x15 (1px margin / 2px spaceing) Map made with Tiled Vivaldi & Chrome & Windows Edge Tileset Extruder: https://github.com/sporadic-labs/tile-extruder Code Example / Project: https://github.com/hasezoey/phaser-tiled-test Original Question: https://github.com/photonstorm/phaser/issues/3685 (moved to here)
  18. 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(); }
  19. Hey everyone, I want to add different buttons with 2 different clickevents. If I add one button it works, if I add another one it doesn't. The Images and sounds are in my Preloader file and i tested them, so they work and aren't the problem. Any Solutions? Thank you! Game.Level0_5 = function(){}; var frido; var back; Game.Level0_5.prototype = { create:function(game){ back = this.add.sprite(game.world.centerX, game.world.centerY, 'hauptkirche'); back.scale.setTo(1.335,1); back.anchor.setTo(0.75, 0.5); frido = this.add.sprite(game.world.centerX, game.world.centerY, 'frido2'); frido.scale.setTo(0.5,0.5); frido.anchor.setTo(2.0, 0.67); this.createButton(game, " Das ist die Hauptkirche.\n \n Die Hauptkirche wurde 1085 erbaut.\n Bis zur Reformation war sie katholisch \n und wurde danach \n im Jahr 1560 evangelisch. \n Im Dreißigjährigen Krieg (1618-1648) \n wurde die Kirche zerstört \n und musste neu gebaut werden. \n \n Frage: \n Wann wurde die Hauptkirche zerstört? ", game.world.centerX +266, game.world.centerY + 155, 268, 900.0,); var button = game.add.button( game.world.centerX+265, game.world.centerY+45, 'aki', function() { this.game.sound.play('correctanswer'); this.state.start('Level1'); }, this, 0, 1, 2, 3); button.anchor.x = .5; button.anchor.y = .5; button.input.useHandCursor = true; }, var btn = game.add.button( game.world.centerX+200, game.world.centerY+60, 'bki', function() { this.game.sound.play('correctanswer'); this.state.start('Level1'); }, this, 0, 1, 2, 3); btn.anchor.x = .5; btn.anchor.y = .5; btn.input.useHandCursor = true; }, update: function(){ }, createButton:function(game, string, x, y, w, h, callback) { var button1 = game.add.button(x, y, 'button1', callback, this, 2, 1, 0); button1.anchor.setTo(0.5, 0.6); button1.width = w; button1.height = h; var txt = game.add.text(button1.x, button1.y, string, { font: 'bold 14px palatino linotype', fill: '#0000000', align:'center', wordWrap: true, wordWrapWidth: 600 }); txt.anchor.setTo(0.5, 1.5); } };
  20. We are buying a couple of HTML 5 Phaser (preferably Phaser 3) games. It could be of any categories and being Mobile Friendly is a must. If you are interested, plz drop a line and I will contact. Thanks, Yan
  21. I'm trying to create a pie chart with Phaser, using `graphics` to draw each slice of the pie (`graphics.arc(...)`). The problem is that when it renders I get (what I think) an unexpected result. I basically want to draw 3 slices the same size, the code I use looks something like this: function degToRad(degrees) { return (degrees * Math.PI)/180; } var total = 3; var width = 300; for (var i = 0; i < total; i++) { var radius = Math.floor(width / 2); var deg = 360 / total; var start = degToRad(i * deg); var end = degToRad((i + 1) * deg); graphics = game.add.graphics() graphics.beginFill(0xFF0000) graphics.lineStyle(2, 0x000000) graphics.moveTo(0, 0); graphics.arc(0, 0, radius, start, end, false); graphics.endFill() } I've created 3 fiddles to show the difference between a canvas, pixi and phaser based examples, each of them using the same process to draw the slices: canvas: https://jsfiddle.net/oL414v9t/1/ pixi: http://jsfiddle.net/ngma7snq/59/ phaser: https://jsfiddle.net/1ck39fos/1/ Does anyone know why this happens and how can I achieve what I want?
  22. So i'm trying to switch scenes when a tween is complete, however i get the titular error 'Cannot read property 'start' of undefined' , and i don't know why this is... Here's the code: class StartScreen extends Phaser.Scene{ constructor(){ super({key: "StartScreen"}); } preload() { this.load.image('Logo', 'assets/Logo.png'); this.load.spritesheet('background', 'assets/backs.png' , { frameWidth: 480, frameHeight: 320 }); } create() { this.anims.create({ key: 'stars', frames: this.anims.generateFrameNames('background', { start: 0, end: 127 }), repeat: -1 }); this.add.sprite(1024/2 , 400, 'background').play('stars', true).setScale(2.5); this.logo = this.add.image(1024/2 , 300, 'Logo').setScale(2); this.text = this.add.text(320, 450, 'Push Enter', { font: '50px NES', fill: '#FFF'}); this.enter = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER); } update(){ if(this.enter.isDown){ this.text.destroy(); this.enter = ''; this.tweens.add({ targets: this.logo, y: 150, duration: 2000, onComplete: this.onCompleteHandler }); } } onCompleteHandler(){ this.scene.start('MainMenu'); } } class MainMenu extends Phaser.Scene{ constructor(){ super({key: "MainMenu"}); } preload() { this.load.image('Logo', 'assets/Logo.png'); this.load.spritesheet('background', 'assets/backs.png' , { frameWidth: 480, frameHeight: 320 }); this.anims.create({ key: 'stars', frames: this.anims.generateFrameNames('background', { start: 0, end: 127 }), repeat: -1 }); this.add.sprite(1024/2 , 400, 'background').play('stars', true).setScale(2.5); this.add.image(150 , 300, 'Logo').setScale(2); } create() { } }
  23. Doug

    Hi Rich.  @rgk mentioned that you might be able to please add a "patron" badge to my forum profile?  Thanks very much!

  24. this.game.physics.startSystem(Phaser.Physics.P2JS); this.game.physics.p2.setImpactEvents(true); var wallCollisionGroup = this.game.physics.p2.createCollisionGroup(); var playerCollisionGroup = this.game.physics.p2.createCollisionGroup(); var doorCollisionGroup = this.game.physics.p2.createCollisionGroup(); this.game.physics.p2.updateBoundsCollisionGroup(); // I've created all the necessary collisions as in expamle: https://phaser.io/examples/v2/p2-physics/collision-groups and it works perfect. player.body.collides(wallCollisionGroup); player.body.collides(doorCollisionGroup, wrongDoor, this); cursors = this.game.input.keyboard.createCursorKeys(); } wrongDoor() { player.body.velocity.x = 0; player.body.velocity.y = 0; //player.body.setZeroVelocity(); //player.body.velocity.x = -20000; //player.body.velocity.y = -20000; //player.body.static = true; result = 'You last hit: The wall :)'; this.game.displayDialogLine('Message', 'text'); } update() { player.body.velocity.x = 0; player.body.velocity.y = 0; if (cursors.left.isDown) { player.body.velocity.x = -300; } else if (cursors.right.isDown) { player.body.velocity.x = 300; } if (cursors.up.isDown) { player.body.velocity.y = -300; } else if (cursors.down.isDown) { player.body.velocity.y = 300; } } Hello. I'm making a game where player have to reach the right door and created all the necessary collisions and it works almost perfect, except the call back function wrongDoor. I want to create a dialog line when player collides wrong door and make his velocity = 0 while dialog line is on screen, but I can't. Every time player colldes the door dialog line displays on screen but the player sprite still moves. How can I make him stop on collision with door? All the //commented stuff I've tried and it didn't help. I tried to add this function in Update function but it triggers wrongDoor all the time and displays dialog line again and again from the start of the game. I've tried set velocity = -20000 but it doesn't set -20000 velocity, like it doesn't see the player. On screenshots I press up and right buttons so character moves up and right after wrongDoor triggers.
  25. Is web camera access is possible in phaser 3? If yes. Any one can, please provide me a sample code. How to use webcam.js plugin with phaser 3 game, To access the system web camera.