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Found 3,368 results

  1. 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
  2. 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
  3. 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!
  4. 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.
  5. 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
  6. I wanna create a single animation using multiple sprite sheets that I have, which are a kin da content.
  7. 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.
  8. 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.
  9. 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
  10. 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
  11. 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>
  12. 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?
  13. 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:
  14. 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
  15. 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?
  16. 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.
  17. I am new to html5 games. I wanna know what LACKS in HTML5 games in terms of revenue ? Can you monetize html5 games with banners and interestitial ads as ANDROID GAMES DOES ? Is there a possibility of implementing IAP or rewarded videos like ANDROID ? Do u thing that using webview that host an HTML5 game in ANDROID and use all these forms of ads above is a good idea ?
  18. Play Cool Math

    Online Sudoku Game

    Hi I want to present new game Online Sudoku Daily mode (Every day new level) Classic mode (easy, medium, hard) Print Sudoku Facebook connect Top score for daily mode Backup (restore game if you close browser) Magic button (help) Pause Restrore progress system (if you logined, you can restore progress on other devices and browsers) Mobile Versions:
  19. GoldFire

    More advanced particles?

    We are in the process of porting our Phaser-CE game to Phaser 3 and have been using Particle Storm. We were able to make a lot of great particle effects with this and it looked like the Phaser 3 particle system was fairly similar. However, we are finding some serious limitations that render the vast majority of our particle effects impossible in Phaser 3. I'm hoping this isn't actually the case and I'm just overlooking something. For example, a lot of our particles start with a random alpha value, fade in from 0 to full opacity at the half point and then back to 0 at the end: alpha { value: {min: 0.5, max: 1}, control: [{x: 0, y: 0}, {x: 0.5, y: 1}, {x: 1, y: 0}], } However, two issues in Phaser 3: 1. You can't use min/max in addition to start/end, so it is an either/or with having random values and values that tween. 2. You can no longer define a control, you can only provide an easing function, which means you can only either fade in or fade out, but not both. Is there any way to accomplish this in Phaser 3 that I'm overlooking?
  20. mcolman

    Phaser Manifest Loader

    Hi all, I have just released Phaser Manifest Loader for those using webpack. I've been using this code in production for a while now, it makes it super easy to load assets via a simple manifest. Check it out! https://github.com/mattcolman/phaser-manifest-loader Cheers, Matt.
  21. Appolos

    Plugins in Phaser&ES6

    I`m use in creating simple game - ES6 syntax, and I cannot add plugin to my game (phaser-plugin-game-scale). Help me and explain how to use plugin in ES6 syntax. Thanks!!
  22. Hi everyone, I want to show you my first html5 game. It named Monkey Jump. Addictive, fun and curious game. This game created using phaser 2 and I built it into android application (.apk) . It already published on google play store. I don't have online testing page, but you can try and play it by downloading on googleplay. This is the link to get it: Monkey Jump. Youtube Video
  23. roninvn

    [Phaser] Avengers Tactics

    Very recent game I developed. The AI is quite weak since the game is for 7+ year-old children. Enjoy http://avengers.marvelkids.com/games/avengers-tactics
  24. Arlefreak

    Tools compatible with Phaser

    Today I started playing with Aseprite and they have a new command tool to export your spreadsheet to a PNG/Json wich is compatible with Phaser/Pixi so I made this Also I used Grunt to make my deploy system easier, I followed this tutorial wich explains very easy how to use Grunt. And I start wondering if there are other tools that may be usefull to develop with Phaser. So wich tools do you guys use for your Phaser games ? Other one i have used Leshy SpriteSheet Tool
  25. I have encountered very strange firefox way of multi-line text rendering. Some of the text appears like it has minimal line-height, while other text sprites render normally (see attachment) And if user reloads page - everything start working just fine, but still works wrong if user restarts firefox and then loads page. I can't see any significant difference between right and wrong rendered texts in the way I create text sprites. Had anyone experienced something like this? Any ideas how to fix it? Code for the badly rendered sprite: this.dialogPhrase = this.game.add.text(90, this.game.height - 110, dialog.text, { font: '18px Russo One', fill: '#222222', wordWrap: true, wordWrapWidth: 820 }); Code for the well rendered sprite: const nextMenuItem = this.game.add.text(682, nextY, item.text, { font: '16px Russo One', fill: '#222222', wordWrap: true, wordWrapWidth: 280 });