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Found 3,299 results

  1. Mike

    Game list of phaser games

    Edit by Rich (September 2016): Back in 2013 Mike created a web site (below) that allowed Phaser devs to list the games they'd made. You'll find over 400 games created with some of the earliest versions of Phaser. Lots of the links don't work any more, but some do, and it's a really interesting archive. It's not worth submitting your games to the list any longer, however I'm keeping it, and this thread, because people still post new games to this thread even today. If you do this, it's highly likely I'll see it, and add it to the Phaser web site. Mike's original message follows: ------------------------------------------------------------------------------------------------------------------- What I did started from personal need, but decided to share it and maybe improve it if it went bigger. Well since the engine is still new but there is quite a moving and I check every topic, and game that is made I have a phaser game list: http://pgl.ilinov.eu/
  2. 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
  3. 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
  4. 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. πŸ™‚ 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
  5. 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 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. πŸ˜† Anyway let me know what you think of the game.
  6. 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.
  7. 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
  8. 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/
  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 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); },
  12. 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!
  13. 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
  14. 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; }
  15. 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).
  16. 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(); }
  17. 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.
  18. 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.
  19. 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
  20. 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
  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. 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)
  23. Hi there. Does anyone had a pleasure to build a Facebook Instant Game? I've spent two days trying to scale my Phaser game in the Facebook for Android. Currently scaling works nicely on desktop, in a responsive viewport of the dev console, in the mobile Chrome -- namely everywhere, except the Facebook app. Seems like it just ignores my settings, sprites are displayed at full width, despite the canvas (and game) dimensions are correct. Here are my init and boot scripts, the scaling logic is copypasted from a random gist: // init code FBInstant.initializeAsync().then(function() { FBInstant.setLoadingProgress(50); FBInstant.setLoadingProgress(100); FBInstant.startGameAsync().then(function() { /** Config part */ var FIXED_SIZE = 720; var FIXED_MEASURE = 'Width'; /** Name mapping */ var fixedName = FIXED_MEASURE; var resName = fixedName === 'Height' ? 'Width' : 'Height'; var FIXED_NAME = fixedName.toUpperCase(); var RES_NAME = resName.toUpperCase(); /** Measures of document */ var documentElement = document.documentElement; var documentFixed = window['inner' + fixedName]; var documentRes = window['inner' + resName]; var ratio = documentRes / documentFixed; /** Canvas measures */ var canvasFixed = FIXED_SIZE; var canvasRes = FIXED_SIZE * ratio; var screen = {}; screen['CANVAS_' + FIXED_NAME] = canvasFixed; screen['CANVAS_' + RES_NAME] = canvasRes; console.log(screen.CANVAS_WIDTH); console.log(screen.CANVAS_HEIGHT); game = new Phaser.Game(screen.CANVAS_WIDTH, screen.CANVAS_HEIGHT, Phaser.CANVAS); game.state.add('Boot', Boot); game.state.add('Preload', Preload); game.state.add('GameTitle', GameTitle); game.state.add('Main', Main); game.state.add('GameOver', GameOver); //Start the first state game.state.start('Boot'); }); }); // boot code var Boot = function(game) {}; Boot.prototype = { preload: function() { }, create: function() { this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.game.scale.refresh(); this.game.state.start("Preload"); } } Would appreciate any help!
  24. 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
  25. Hi guys, We developed a game last year with phaser 2.3.0 and webgl, it worked fine on computer browsers and mobile devices. But since the last update of chrome for android (v53.0.2785.97), the screen is flickering until it becomes totally black, without any error or warning. The issue is present on mobile only, it worked on chrome for android v52, but not v53. We tried to upgrade to phaser 2.6.2, same issue on chrome for android v53. If we use Phaser.CANVAS instead of webgl, it works fine, but we prefer using webgl for performances. Does anyone encounter the same problem? Thanks for your help. Joe K.