Search the Community

Showing results for tags 'platformer'.



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 114 results

  1. Rotieh

    Jump problem

    Hello. First of all, I would like to apologize about my poor english, which did not allow me to make a decent search (i tried to find another topic with the same query, but they were different in some way, as this one: http://www.html5gamedevs.com/topic/10826-jumping-problem/?hl=jump). I'm really sorry if i'm creating an already answered topic =( THE PROBLEM: Easy for you. I was following this code: http://examples.phaser.io/_site/view_full.html?d=p2%20physics&f=tilemap+gravity.js&t=tilemap%20gravity I can't explain why I couldn't get my player to jump. The code was identic... after many tries I just copy/paste the code from the example. Nothing. Can you help me? It's probably one of the silliest questions you have seen here, so forgive me. THE CODE: function carregaAssets() { //Carregando o cenário game.load.tilemap('map', 'assets/untitled.json', null, Phaser.Tilemap.TILED_JSON); // Carregando a imagem base (tilemap) do mapa: game.load.image('tilesCenario', 'assets/novo2.png'); // Carregando a imagem de fundo - bg.png: game.load.image('fundo', 'assets/bg.jpg'); // Adiciona sprites do jogador: game.load.spritesheet('dude', 'assets/dude.png', 32, 48); }var map;var layerMap1;var layerMap2;var player;var cursors;var jumpButton;var facing = 'left';var jumpTimer = 0;function criaCenario() { // Cria o background: criaFundo(); // Inicia a física no jogo: game.physics.startSystem(Phaser.Physics.P2JS); // Início do processo de mapeamento - Variável recebe o arquivo JSON 'map': map = game.add.tilemap('map'); // Insere o Tilemap (imagem) dentro dos parâmetros JSON: map.addTilesetImage('novo2', 'tilesCenario'); // Cria as layers do cenário com o mesmo nome do TILED: layerMap1 = map.createLayer('camada1'); layerMap2 = map.createLayer('Colisao'); layerMap1.resizeWorld(); layerMap2.resizeWorld(); // Criando colisões no cenário: map.setCollision(79); // Transformando tilemaps de colisão em objetos (CORPO): game.physics.p2.convertTilemap(map, layerMap2); // MUDAR DEPOIS game.physics.p2.restitution = 0.5; game.physics.p2.gravity.y = 300; // Chama função Jogador criaPlayer(); // Configura os botões de movimentação: cursors = game.input.keyboard.createCursorKeys(); jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); }function atualizaJogo() { if (cursors.left.isDown) { player.body.moveLeft(200); if (facing != 'left') { player.animations.play('left'); facing = 'left'; } } else if (cursors.right.isDown) { player.body.moveRight(200); if (facing != 'right') { player.animations.play('right'); facing = 'right'; } } else { player.body.velocity.x = 0; if (facing != 'idle') { player.animations.stop(); if (facing == 'left') { player.frame = 0; } else { player.frame = 5; } facing = 'idle'; } } if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump()) { player.body.moveUp(300); jumpTimer = game.time.now + 750; }}//######################FUNÇÕES EXTRAS #############################function criaFundo(){ bg = game.add.tileSprite(0, 0, 800, 520, 'fundo'); bg.fixedToCamera = true;}function criaPlayer(){ player = game.add.sprite(100, 200, 'dude'); player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('turn', [4], 20, true); player.animations.add('right', [5, 6, 7, 8], 10, true); game.physics.p2.enable(player); player.body.fixedRotation = true; // player.body.setMaterial(characterMaterial); game.camera.follow(player);}function checkIfCanJump() { var yAxis = p2.vec2.fromValues(0, 1); var result = false; for (var i = 0; i < game.physics.p2.world.narrowphase.contactEquations.length; i++) { var c = game.physics.p2.world.narrowphase.contactEquations[i]; if (c.bodyA === player.body.data || c.bodyB === player.body.data) { var d = p2.vec2.dot(c.normalA, yAxis); // Normal dot Y-axis if (c.bodyA === player.body.data) d *= -1; if (d > 0.5) result = true; } } return result;}function render() {}Thanks a lot, and sorry again...
  2. loafer

    [WIP] Metroid Fusion Clone

    I am new to phaser.js and to enhance my skills I am trying to write a clone of my all time favorite: Metroid Fusion You can find the current milestone here: http://loafer-project.com/metroid/
  3. maxgreen

    Buffin (Google Play) OUT NOW

    We are pleased to announce that is already available for download Buffin, it is a 2.3 release and we dealt with several errors when launching it these days. We have 2 versions: Buffin Free Buffin One free and one paid. ¿What's the difference? In the free version you are going to find some annoying advertising, so if you like the game you can purchase it. Only for $1dollar. It's our first game, therefore, we will greatly recieve your feedback for future projects, comment and rate the game. You can find the apps in the Google Play Store. For those who do not have a Smartphone with Android soon they will be able to play through the web via HTML5. We look forward to receiving your feedback!
  4. PixelPicoSean

    Power Jumper

    Happy New Year everybody, My new game, Power Jumper, is almost finished. It’s a 2D platformer game but you only need to touch or click to play. Hope you like it. Here’s some screenshots: Also the game is ready for license, please contact me if you want it. Have fun. Sean
  5. Ok so i am exploring another option so far I got function collideEnemy (player, baddie) { if( baddie.touching.up ) { //Call a jump function or something here... player.body.velocity.y = -200; //Maybe put the enemy into a different group so it doesn't collide with the player anymore... baddie.kill(); } else { //You would probably want something a little more than this... player.kill(); }}which i found in the forum. however the part: if( baddie.touching.up ) is freezing the game. i am sure its syntax somehow. Could anyone help with the proper way to call this function with Phaser 2.2? for fun I tested if( 1 < 2 ) and tested to see if it would work and it does. Could anyone else help with this? thanks.
  6. PMayhem

    All Snowmen not firing

    I'm stuck with 2 last issues with my first platformer game. ***EDIT*** Here's a link for reference http://projectmayhem.co.uk/sandbox/santa/santa.html I can't get all of my snowmen to shoot, and also I can't seem to remove the 'kill' animation when a snowman dies. Any suggestions would be really helpful. I'm creating enemy snowmen and adding them to a group So I'm defining and creating the snowmen group then adding each snowman in the create with grpSnowmen = this.game.add.group();this.spawnSnowman(800,200, 'snowman1');Which calls the following, adding a new snowman to the group spawnSnowman: function(x,y,name){ var snowman = this.game.add.sprite(x,y, 'snowman'); this.game.physics.arcade.enable(snowman); snowman.name = name; snowman.isAlive = true; snowman.health = 1; snowman.pathcount = 1; snowman.enableBody = true; snowman.body.gravity.y = 500; snowman.body.collideWorldBounds = true; snowman.animations.add('walking_left', [0,2], 6, true); snowman.animations.add('walking_right', [1,3], 6, true); grpSnowmen.add(snowman); return snowman; } Next, in the update, I'm cycling through the group and if the snowman is alive, I'm updating it's path and calling fire functions ala: grpSnowmen.forEach(function(snowman) { if(snowman.isAlive){ this.snowmanPath(snowman); this.enemyShoots(snowman); } }, this); All of the snowmen move correctly, however only the very first snowman fires Here are the snowmanPath and EnemyShoots functions snowmanPath: function(enemySnowman) { if (this.pathCounter < 325) { enemySnowman.animations.play('walking_right'); enemySnowman.body.velocity.x = 100; enemySnowman.facingEnemy = 'right'; } else { enemySnowman.animations.play('walking_left'); enemySnowman.body.velocity.x = -100; enemySnowman.facingEnemy = 'left'; } } enemyShoots: function(thisSnowMan) { obj = thisSnowMan; if (this.shotTimerEnemy < this.game.time.now && thisSnowMan.isAlive == true) { this.shotTimerEnemy = this.game.time.now + 3000; if (thisSnowMan.facingEnemy == 'right') { this.snowball = snowballs.create(thisSnowMan.body.x + thisSnowMan.body.width / 2 + 45, thisSnowMan.body.y + thisSnowMan.body.height / 2 + 5, 'snowball'); } else { this.snowball = snowballs.create(thisSnowMan.body.x + thisSnowMan.body.width / 2 - 40, thisSnowMan.body.y + thisSnowMan.body.height / 2 + 5, 'snowball'); } this.game.physics.enable(this.snowball, Phaser.Physics.ARCADE); this.snowball.body.gravity.y = 300; this.snowball.body.bounce.y = 10; this.snowball.outOfBoundsKill = true; this.snowball.anchor.setTo(0.5, 0.5); this.snowball.body.velocity.y = -160; if (thisSnowMan.facingEnemy == 'right') { this.snowball.body.velocity.x = 400; } else { this.snowball.body.velocity.x = -400; } } }
  7. FelixNemis

    [Phaser][LD31]Convey

    Convey: A Ludum Dare 31 Jam entry by me (Charles Burnham) and Megan Yoon. Avoid spikes, jump on creatures and boxes to avoid being pushed off the conveyor belt. Also collect some coins. Use Chrome for best performance (Firefox will also work) M: toggle mute/music mute Left/Right: move left/right Space: jump R: restart Ludum Dare page: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=6525Direct link to game: http://felixnemis.github.io/LD31 More screens:
  8. This is a severe, game-breaking problem. When the framerate goes below ~50, my character (using arcade-physics) just falls through the tiles. You can incite this on purpose by scaling the browser window rapidly. I'm using Firefox 33.1 on OSX 10.9.4.
  9. rungo73

    Agent Steve

    Hi folks, My new game Agent Steve is now well underway and today we put together a page for it. http://rungogames.com/agentsteve/ Not much to show yet, but I'll soon be posting screens and trailer. Also, will be looking for testers soon too, so if you're interested hit our contact form or easier still follow us on twitter or facebook, Cheers, Tom.
  10. solowebnv

    Aero's Quest Online Game Live

    Hi Everybody following up the post here: http://www.html5gamedevs.com/topic/9825-aeros-quest-html5-beta/ where we were announcing the BETA of the game here is a new post since the official release is live. Just a quick recap (for the details I leave you to the old post): Aero's Quest is a game we are developing for PC/Windows and Mac/OS X (we'll try to get the license for consoles as well) and we decided to make a (lot) smaller version to play for free on your browser (only desktop/laptop, no mobile devices). The purpose of it is to show the mechanics and the game-play of the title and to create a bit of buzz around the game. Obviously the bigger version will be way bigger with much more features but I will explain better in details about the PC version in a new post once we can show an early demo. Here is the teaser for the browser game: https://www.youtube.com/watch?v=MCq5smh1C1I And here is where you can play the game for free: http://aerosquest.com/html5/ We will keep updating the game with new rooms and new features while we will finish with the bigger development. Thanks a lot for playing and for your feedback. If you'd like more info about the project you're more than welcome to visit the site: aerosquest.com
  11. Nathan Lovato

    Dash Rumble

    Dash Rumble Click to play - v 0.2 Devlogs 1- Devlog #1: designing the game and the AI Pitch Dash Rumble is a platform/arcade action game in which you dash to death! Push your enemy outside of the arena’s boundaries to win. The project Dash Rumble is about building up a battle system mildly inspired by wrestling: the player’s main way to beat his opponent is to push him, rather than to damage him. It originally started out as a combat system in the vein of the old school Tales Of (that is to say, confrontations on a line), and evolved to become this very game project: a fast-paced fighting game based on well-known platform mechanisms. You can already try the first prototype by clicking the play button above! This thread will serve as a development log for the game. I will also be sharing tutorials and tips based on my experience with this project. How to play Arrow keys to moveSpace to dashUpcoming elements I'll be working on modifying the core game rules and the art next. Getting in touch If you like what I do, don't hesitate to message me on twitter @NathanLovatoArt Thanks for your time!
  12. In my game I have a player, and I have several collision boxes, I want to know how to run a collision check on the box i'm closest to, or how to run them individually. My code: var player = { x:32, y:32, size:32, grav:0, xspeed:0, terminalVel:10, onGround:false, friction:0.8, update:function() { if (this.onGround == true) { this.grav = 0; } else if (this.onGround == false) { this.grav += 0.4; } if (this.xspeed > this.terminalVel) { this.xpseed = this.terminalVel; } if (this.grav > this.terminalVel) { this.grav = this.terminalVel; } this.xspeed *= this.friction; this.x += this.xspeed; this.y += this.grav; // Collision for (var key in boxes) { // Vertical if ((this.y+this.grav >= boxes[key].y-32 && this.y <= boxes[key].y) && (this.x <= boxes[key].x+boxes[key].width)) { this.onGround = true; this.y = boxes[key].y-32; } else { this.onGround = false; } } }};function basicBox(x,y,width,height,color) { this.color = color; this.x = x; this.y = y; this.width = width; this.height = height; this.draw = function() { g.fillStyle = this.color; g.fillRect(this.x,this.y,this.width,this.height); }}var boxes = [ new basicBox(32,128,32,32,"blue"), new basicBox(64,256,32,64,"orange"), new basicBox(256,32,128,64,"red"),];function run() { // game loop for (var key in boxes) { boxes[key].draw(); } player.update();}I am pretty new to javascript, so how would I go about doing this?
  13. Please tell me how to get the player to memorize the position (left / right)? Let me explain what I mean: Let's say I want to shoot a potential enemy, I have a number of conditions for to make a shot: if (cursors.left.isDown) { bullet.body.velocity.x = -400; } else if (cursors.right.isDown) { bullet.body.velocity.x = 400; } else { bullet.body.velocity.x = 400; } Now if i turn left/right, my character begin to run in this direction Based on the above, it turns out that the bullet flies only in the direction in which I pressed the button (left or right). I would like that when you press the "left", my character has remained in this position until I press the "right" (or any other). Thank you, any ideas?
  14. right now THIS is my approach: global: var platformvelocity1=100;create: movingplatformvertical = game.add.sprite(150, game.world.height - 300, 'paddle'); game.physics.p2.enable(movingplatformvertical);movingplatformvertical.body.setCollisionGroup(groundCG);movingplatformvertical.body.collides(playerCG);movingplatformvertical.body.mass=9999;movingplatformvertical.body.data.gravityScale=0;movingplatformvertical.body.data.motionState =1;movingplatformvertical.body.fixedRotation=true;that means.. create plattform, activate physics, setup collisons, make it waay heavier than the player so the player mass wont affect it, make it immune to gravity, set it to dynamic, disable rotation and then in the update loop: if(movingplatformvertical.body.y > 800){ platformvelocity1*=-1;}else if (movingplatformvertical.body.y < 600){platformvelocity1*=-1;}movingplatformvertical.body.velocity.y =platformvelocity1;movingplatformvertical.body.x = 150; //make x staticyou may test it here: http://test.xapient.net/phaser/ALL/ this looks very improvised and i can not get rid of the feeling that there is a MUCH better, easier way for this - so if you have some insight - please feed me your information.. thank you all very much !!
  15. Blockenstein is a very simple yet challenging platformer where players complete levels by jumping over blocks. The game currently has 100 levels that will easily provide the player with a fun and challenging experience. Blockenstein is a free web game built in Html5 with phaser, meaning that you can play it from a browser on almost any device! You can play it in your browser right now at blockenstein.com. Feel free to let me know if you have any feedback/suggestions or even any questions.
  16. Hey folks, I'm new around here and very new to Game Development. I'm a web developer but have started learning game development with Phaser and HTML5. I am also new to Javascript. Never the less, here is my first game that I have ever made on any platform...ever! (Be gentle). SLIME BALL. Play Here: http://webheed.com/games/slime-ball/ Any feedback would be much appreciated. I am also planning on making it mobile friendly and then adding to the app store. If anyone knows any goo tuts on how to use the accelerometer with Phaser then I would be very grateful. Cheers, Kieran. www.webheed.com
  17. This will be my first html5 platform game. It is still in early alpha stage. Future releases will have many different levels, enemies, weapons and collectibles. Mobile support is planned. On desktop control the player with cursor keys. You can try the current version here: http://www.chupup.com/games/turimasi/
  18. Fire Totem Arena

    [CocoonJS Android] Key & Shield

    We have adapted our html5 game Key & Shield for mobile and created the Android version using CocoonJS. We have published a stable release and the result is very good, i like the Android version even more than the Keyboard only one. Try it out, it's for Android 4.0+. Play Store https://play.google.com/store/apps/details?id=com.firetotemarena.KeynShield It's free and without ads, of course. Enjoy it!
  19. Zenryo

    [Phaser] Your Way

    Play it here: http://svejkgames.com/game/your-way/ Build you own way till the end of the map! Instructions: Arrows: MovementSpace: Taking down a blockR button: Restarting the current levelThe aim of the game is to go trough the game using blocks as little as possible.
  20. yortuc

    Space Roll

    hi, this is my first game developed with Phaser. hope you enjoy. direct game link: yortuc.com/sr detalis: yortuc.com
  21. Hi, UPDATE: web url: http://cubimal.baldricksoft.com/game/ I would like to ask your help with a hobby project. It's packed with CocoonJS for Google Play. If you have some time and you have an android phone then please provide the following information: 1. FPS in the main menu 2. FPS in the game on level 1 3. Your phone brand ( if you know the memory,cpu,gpu ) and the android version. 4. Any tips or suggestions concerning the gameplay. The fps can be seen on the left side with white numbers. If you have really low fps try to turn off sounds,music and set graphics to Low from the settings. The game can be downloaded from goole play: https://play.google.com/store/apps/details?id=com.baldricksoft.cubimal_adventures Level Editor: Anybody who wants to create a level can download the template and if its good it will make it into the final game(along with the creator's name). Gameplay video: Web: http://cubimal.baldricksoft.comEditor: http://cubimal-admin.baldricksoft.com/ Thank You! Viktor
  22. CodedGames

    Jump Drive

    Jump Drive is a tough as nails text based platformer. You and your friend, Eric, got trapped in a video game! Wall jump to collect coins, avoid spikes, and complete levels. Overload the system to defeat the evil computer AI named John, and get out of the game! Play Jump Drive! Check Out My Blog!
  23. Hello, I cannot find way to make slope in platformer that character can walk. It seems that Phaser can only check collision as a rectangle. Here is what I am trying to achieve: http://sandbox.yoyogames.com/games/110049 Thanks for all your help!
  24. here is the testcase: http://test.xapient.net/phaser/ALL/jumpthrough.html i made two versions of the checkOverlap() function.. in the second (commented out atm) i check in both ways but specially for the player velocity.. this leads to situations where the player velo is not enough anymore when "inside" the platform and bounces back really fast.. the first version somehow baffles me.. if the fist body is my player he always is moving UP.. therefore no further checks are needed.. i just let him through... BUT i honestly don't know the implications of that.. it's definitely not field tested the moving platforms would also work with a simple tween where i tween the velocity but with my custom function and some predefined attributes (bounds, velocity) that can also be configured in tiled so every platform already knows where to move, this is more precise.. @rich.. if this would be somehow suitable as an example feel free to copy/adapt/rewrite the code a small piece of the code: game.physics.p2.setPostBroadphaseCallback(checkOverlap1, this);function checkOverlap1(body1, body2) { if (body1.sprite.key === 'mario' && body2.sprite.key === 'platform'){ return false; } //for some reason if mario is body1 not body2 he is moving from below - thats all we need to find out to let him through return true;}function checkOverlap2(body1, body2) { if (body1.sprite.key === 'mario' && body1.velocity.y > 0 && body2.sprite.key === 'platform'|| body2.sprite.key === 'mario' && body2.velocity.y > 0 && body1.sprite.key === 'platform'){ return false; } // this checks if mario is jumping return true;}
  25. opendevcode

    Super Smash Bro Camera

    Hello, Our team is trying to create a camera behavior similar to Super Smash Bros. The camera zooms out when players are far with each other camera zooms in when they are near. Any idea on how I could have a similar camera effect with Phaser? Thank you