Search the Community

Showing results for tags 'phaser'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 3,316 results

  1. i want to make the player goes inside the ring
  2. lunafromthemoon

    Visual Novel Engine RenJS

    Hi! I'm a developer from Argentina and I just released a visual novel engine based on Phaser and inspired by Ren'Py, called RenJS. The stories are written in yaml on a list of actions, and then interpreted and executed with Javascript and Phaser. It's easy to use by non programmers and it's super easy to extend and modify for anyone that knows a bit of phaser. I invite you to check the tutorial game I made with the engine itself in https://lunafromthemoon.itch.io/renjs, you can also get the code from https://gitlab.com/lunafromthemoon/RenJSTutorial, download it, play it locally and grab the files to make your own visual novels. There's no official documentation of it yet, but I'm working on it. I hope to get some feedback from you all, thank you!
  3. 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 - https://www.youtube.com/watch?v=cNkXp-pTLic
  4. 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
  5. Play Cool Math

    Online Solitaire Game

    Hi Everyone! Today, I present my new online game: Online Solitaire (https://onlinesolitaire.games) 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:
  6. 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, https://voicecoder.net 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 https://www.amazon.com/dp/B07HFWQPKN 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 https://alexatechforgood.devpost.com/ The game is built with Phaser 3 and the backend with node.js. Links/Videos: Link to game: https://voicecoder.net/ Video demo: https://www.youtube.com/watch?v=JED4TVYvoEQ Link to Alexa Skill: https://www.amazon.com/dp/B07HFWQPKN How it was built: https://devpost.com/software/code-by-voice
  7. 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 - https://robowhale.com/games/mini-mrdriller/
  8. 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!
  9. I guess this is not a problem if you just reload a page, but my website changes routes without reload. I have a Phaser game running on a page, when I visit another page, I noticed game is still running. I never had to think about how to destroy the game properly since now. How do I destroy a Phaser game, what callbacks are fired and what else do I have to do, to properly destroy a Phaser game.
  10. 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
  11. I wanna create a single animation using multiple sprite sheets that I have, which are a kin da content.
  12. 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.
  13. dontHaveName

    disableVisibilityChange in Phaser 3

    Hi, what's an equivalent of stage.disableVisibilityChange in Phaser 3? I don't want to stop all tweens after I switch between tabs.
  14. Play Link: Monster Clean-Up Can you fight monsters with a mop? Thanks to player feedback, I've invested all my time in creating this huge update: - New Monster Types - Boss Events - Different Weapons - In-Game Shop - Score System & Online Leaderboard! - Personal Kill Statistics - And more Gameplay You are the janitor entering a monster-infested building. How many monsters can you clear? Find out in Monster-Clean-Up! Clear floor by floor, collect power-ups, buy new weapons and stack up on dollars to save your progress! Check the leaderboard to compare your score with other fellow Janitors! The game works on all mobile devices (phones, tablets). Art & Design All the sprites in the game have been hand-drawn by me, which is a first. I would love to hear all your feedback regarding the art style as well as the overall gameplay! Game Link Thank you for checking it out Play Link: Monster Clean-Up
  15. 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 this.game.add.sprite(0, 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
  16. How can one create group sprite at intervals? Here is my code <code> function createPlate() { this.add.group ({ key: 'goodPlate', repeat: 4, setXY: { x: 70, y: 100, stepX: 120, stepY: 20 } }); } this.time.events.loop(3000, createPlate, this); </code>
  17. Zampano

    Group Alpha

    Hey everyone. Is there a possibility to use something like a "master alpha" for a group of sprites instead of them all having their individual alphas changed? If that's not clear enough: I have a group of overlapping sprites that make up a bigger element. Now I want to fade this in/out as one single object using a tween. Instead, the sprites fade individually which results in them overallbeing less transparent in overlapping areas as well as initially covered sprites to shine through for the duration of the fade. Obviously, I could alternatively just make it all one sprite, but due to multiple possible combinations, that would be quite costly. Does anyone have an idea? Thanks! EDIT: After some more research, I think rendertexture might be what I need, right?
  18. 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
  19. 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!
  20. Titus

    Walk Animation Shaking

    Hello, I have a player spritesheet with 25 frames for a walk animation loop. When I add the animation and play it without any velocity is works fine. When I add velocity to it I can see that the feet of the sprite are visibly shaking. I've tried playing around with the velocity values and there does seem to be less shakiness with lower velocity values but then the feet are just moonwalking on the floor . I'll add my code below. In the game the velocity is mapped to the right arrow but for testing everything is in the create method here:
  21. Hi all, I've been working on a language learning game called "Infinite" for the last year and I recently released a 4th version where I completely rewrote the app. I made Infinite because I saw that most educational apps have been following the same format as duolingo for over half a decade and I wanted to try something completely different that just focuses on one aspect of language learning, vocab acquisition. I'm one of the few who uses Phaser solely for mobile apps and there's a story behind it. 2 years ago my friend and I were developing a language learning app focused on writing the alphabet of non-latin based languages. We were using html5 canvas for our writing recognition and I wanted to add some cool effects to the writing strokes, but had no idea how to do it and at the time, I couldn't print a "Hello World" from memory. I eventually stumbled upon Phaser and slowly learned how to program while making a bunch of little prototypes. Fast forward a few months and my friend, the programmer of the writing app, got married and took a month off. I decided to spend that month making a small language learning game with Phaser. I made a very simple game where you learn numbers and colors and released two identical apps on the play store, one for Japanese and one for Korean. Within a month both of them were getting ~1,500 downloads a day, which was better than our writing apps. I was pretty surprised because the game was clearly not finished, and you could blow through all the content within 30 minutes, but the vast majority of people only had positive things to say about it. Since Phaser was the only thing I had experience in, I continued to use Phaser even though I had no plans on doing anything with web. I then spend the next 3 months adding a lot more categories, hired professional voice actors to voice all the words, and added more languages, and the app really took off after that. The rest is history. Hope you enjoyed my story Currently there are 10 languages on both iOS and Android: https://jernung.com/infinite
  22. Hey everyone! Currently, I'm building a vertical space shooter game, similar to Galaga, but I'm running into a problem where the enemy respawn function consumes a large amount of processing. Whenever you play my game for roughly 20 - 30 seconds, a noticeable lag begins to drop the framerate from 60fps to as low as 30fps; however, if you play for a little longer after the severe lag begins, the game will jump back up to 60fps. I''ve narrowed it down to this piece of code: createEnemy(): void { var MIN_ENEMY_SPACING = 300; var MAX_ENEMY_SPACING = 3000; var enemy = this.enemies.getFirstExists(false); if (enemy) { enemy.reset(this.game.rnd.integerInRange(0, this.game.width), -20, enemy.health); enemy.body.velocity.x = this.game.rnd.integerInRange(-150, 150); enemy.body.velocity.y = this.game.rnd.integerInRange(50, 100); enemy.body.drag.x = 100; enemy.update = function() { enemy.angle = 0 - this.game.math.radToDeg(Math.atan2(enemy.body.velocity.x, enemy.body.velocity.y)); } } // Send another enemy soon this.game.time.events.add(this.game.rnd.integerInRange(MIN_ENEMY_SPACING, MAX_ENEMY_SPACING), this.createEnemy, this); } If you view the uploaded image attached to this thread, you will notice where the createEnemy() function lies; however, the top functions having the worst Total Time are update, updateRAF, sort, InnerArraySory, Quicksort, etc. All of these functions are influenced by the createEnemy() if you go inside their nested subfolders. Any thoughts on what may be specifically wrong with this code?
  23. I tried out multiple methods and property from the https://labs.phaser.io/index.html?dir=&amp;q= https://photonstorm.github.io/phaser3-docs this both link for the phaser3 but not able to set the width of the perticular text i also try to apply font using css but it also not working for me. Thanks in advance.
  24. Hi all! I made some improvements to my web games site 1 Pixel Army, now it has 4 games (all made with Phaser). I'd be happy to receive suggestions for improvement. You also have the option to place a free ad as well, to promote your game/project/whatever, you just have to sign in with your Google account. Hope you enjoy the games, and spread the word!
  25. Arijit Naskar

    line not rendering from array

    I am creating dynamic moving sprites and drawing lines between them. The sprites are moving. But the lines are not moving. Please help. My code is below: var poly, graphics, game = new Phaser.Game(this.width, this.height, Phaser.CANVAS, 'phaser-example' , { preload: preload,create: create,update:update,render:render}); var handle1; var spritearr; var i = 100; var linearr; function preload() { game.load.spritesheet('balls', '../../assets/sprites/ball.jpg', 100, 100); } function create() { game.stage.backgroundColor = '#124184'; spritearr = []; linearr=[] handle1 = game.add.sprite(400, 400, 'balls'); handle1.anchor.set(0.5); game.physics.arcade.enable(handle1); spritearr.push(handle1); } function update() { if(spritearr.length==4) i=100; if(spritearr.length<4) { spritearr.push(game.add.sprite(400+i, 400, 'balls')); spritearr[spritearr.length-1].anchor.set(0.5); spritearr[spritearr.length-1].inputEnabled = true; spritearr[spritearr.length-1].input.enableDrag(true); game.physics.arcade.enable(spritearr[spritearr.length-1]); i=i+100; linearr.push(new Phaser.Line(spritearr[spritearr.length-2].x, spritearr[spritearr.length-2].y , spritearr[spritearr.length-1].x, spritearr[spritearr.length-1].y)); linearr[linearr.length-1].fromSprite(spritearr[spritearr.length-2], spritearr[spritearr.length-1], false); } for (var k = 0; k < spritearr.length; k++) { spritearr[k].body.velocity.x = -100; if(spritearr[k].x <0) { spritearr[k].destroy(); spritearr.splice(k,1); graphicsarr.splice(k,1); } } } function render() { for (var k = 0; k < linearr.length; k++) { game.debug.geom(linearr[k]); } } } **The code is working if I do with just 2 sprites and no loop inside render() function. May be the the issue is because I am using a loop inside render() function. Please suggest if there is a solution.