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Found 99 results

  1. LREditor - Setup a project - Video Tutorial

    Hi all, Here is a new video tutorial about LREditor. This will teach you how to setup a project by presenting you its hierarchy. Here is the link : https://www.youtube.com/watch?v=Y2_V_wKnjTo (there are subtitles ) You can try it here : http://lreditor.herokuapp.com/ And clone it from GitHub here : https://github.com/L...Riders/LREditor Or simply visit our website : http://ladybugriders.com Don't hesitate to give feedbacks. Soon a complete textual tutorial and some examples. Cheers
  2. Hello guys ! I wrote my first tutorial on Babylon.js here : http://pixelcodr.com/tutos/toad_attack/toad_attack.html I introduce several notions, as : - basic stuff (getting started, sphere, box, ....) - import a custom mesh (as a babylon file) - materials - texture - skybox - basic animations My goal is not to fully describe all these elements (because it is already well done in the Github wiki), but it is more 'learning by trying'. By creating simple simple, I hope it wil help newcomers by showing how easy Babylon is. Don't hesitate to send me your feedbacks, there are very valuable for me as you got already some experience with babylon, and it will surely increase the quality of future tutorials I plan to write. Thank you guys ! Keep the webgl games coming Cheers ! EDIT : Here is (for now) the complete list of tutorials: - Learn the basics: http://pixelcodr.com/tutos/toad_attack/toad_attack.html - Interactions with the Actions system: http://pixelcodr.com/tutos/plane/plane.html - Physics engine (with Oimo): http://pixelcodr.com/tutos/oimo/oimo.html - Manipulate vertices of an object (for procedural generation for example): http://pixelcodr.com/tutos/trees/trees.html - How to create a loading screen by creating a preloader: http://pixelcodr.com/tutos/preloader/preloader.html- Create a simple FPS game : http://pixelcodr.com/tutos/shooter/shooter.html- Play with physics and Oimo.js : http://pixelcodr.com/tutos/physics/physics.html (new!)
  3. Making a Game. Part 5: Dangerous World

    The 5-th Blend4Web gamedev tutorial has been published: Dangerous World. We continue the exciting process of creating a mini Blend4Web game. Now we'll introduce some gameplay elements: red-hot rocks which fall from the sky and damage the character. Direct link to the game (Warning: this link URL may change). [Edit] Updated the link
  4. This is the fourth part of the Blend4Web gamedev tutorial in which we add support for mobile devices and will program touch controls. http://www.blend4web.com/en/article/46
  5. New on Pandajs

    Hi, and thanks for making pandajs. I'm trying to understand code of flying dog using it as example for creating my first game with pandajs. But Its hard for me to understand the structure of the code of the game. And Code Snippets are not enough for start learning pandajs. ¿ Can I have more examples or tutorials? I will be glad to have more and start learing more about it. PD: http://www.pandajs.net/tutorials/ is not working, is that page what I'm missing? Sorry for my english xD Thanks!!!
  6. How To: Animate and Light Weapons

    Hey guys! I've been working on animations for our upcoming game, Dragonfly Zero, and wanted to share the process including the technical facets I used to create the weapon firing animations. The write-up ended up being fairly long, but I added in pictures and humor where I could to make it more accessible. This post should be useful for artists and non-artists alike! You can either click the banner at the top, or click this URL: How To: Animate and Light Weapons Let me know what you guys think! A few of the animations:
  7. Hey Enpu, I write here just to say that this is one of the few times in my life in which there's something that I like A LOT, but there's still very few material about it. Don't misunderstand me, I'm not flaming nor trying to bring you down nor whatever. Just saying that I'm liking Panda.js a LOT. But the demos aren't enough material to make game of different disciplines. There's no material on Internet about Panda.js other than the official site, which gives specific examples, and the API reference. I mean, I want to make a platformer. Kind of a Megaman. But I don't know how to use spritesheet animations, collisions, enemies, etc. I come from GameMaker which has all that already chewed. GameMaker gives you editor for sprites and whatever, gives you GML for scripting which is not SO bad as a language but I wanted even more control over my game. Over code, to be precise, GML has weaknesses, it's not really OOP, data manipulation is not so flexible, etc. Then Javascript is an awesome choice. Your framework looks so versatile, full of features, prollific, etc. but I'm having HARD times trying to do things! Very few things are, let's say "deductible" from your code (which is, thanks God, very read-friendly) but many other ones I just can't guess :S I swear to God that I'd never write this kind of message before googling at least half Internet, so you can give an idea... It would be nice to have tutorials on how to make a platformer, a shooter, a maze, puzzle, networked multiplayer games, etc. I know it's gonna mean a ton of work from you but well, I can't see other way to learn than tutorials from the very creator of this software. Greetings again, Leo. P.S.: I say again, this message is not to be taken as a complain. I just want this engine to trascend, otherwise I wouldn't bother in writing such a letter
  8. Or a tutorial to create something similar?
  9. Hi everyone, i followed the tutorial on http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game, till World Building. There i got the issue that ground.body.immovable = true; can not be set, since ground.body is null. I am using version 2.0 of phaser, maybe that is part of the problem. I hope someone can help me out, thanks in advance.
  10. Tutorials on event handling?

    Any good tutorials on how to bind and handle events in Pixi? The documentation of each event handlers reads "interactionData" as parameter, but I don't really understand what that's supposed to be? Thanks.
  11. State Management - a Tiny Tutorial

    I've prepared a small tutorial for managing game states using Phaser. Its fairly straightforward to figure out yourself, but I'll just put it out there nonetheless. [Edit :- The earlier link was broken. You can find a copy (from memory) of the tutorial here - http://gamedolph.in/tutorials/state-management-tiny-tutorial/ ]
  12. Currently I'm building my games using Haxe / Openfl because I can target Flash, Android, Blackberry adn HTML5 with just one code base. Unfortunatelly despite the fact that Haxe is a marvelous programming language and that Openfl is a great project, I'm having many problems using Haxe so I'm thinking to develop 2 versions of the game: one of them using Haxe / Openfl just for Flash and another version made in HTML5 (with Phaser). Could you please kindly point me tutorials that teach us how to package HTML5 games as native applications (using Cocoonjs, Phonegap, Electra)? I'd appreciate if one could point me tutorials that show not only the integration itself, but how to call native functions (for instace, calling Flurry libray / AdMob libray on Android). Thank you all.
  13. A new PlayCanvas tutorial has just gone live: Collision and Trigger Volumes. Check it out: http://developer.playcanvas.com/tutorials/intermediate/collision_and_triggers.html Trigger volumes in particular are so incredibly useful when writing a game. Imagine determining if a car has driven through a checkpoint or whether a character has stepped on a trap. Trigger volumes notify you when these events occur. Enjoy!
  14. absolute beginners Tutorial

    Hi, I've come here from As3 and Flixel but am a complete newb in terms of html5 development. Can anyone point me in the direction of a begnners tutorial for phaser? and perhaps API documentation? I've gone through the basic steps on the Phaser.io site and have got the logo spinning. but now Im after next steps. Specifically I'm after info on best practices, project structure etc My next goal is to get a sprite mvoing around, then animate it. Any help, guidance would be very much appreciated.
  15. [Tutorial] Game Physics in Multiplayer Games

    I have been trying to learn how to make multi-player games. One thing I learned is that making multi-player games is more difficult than single player games and involves lot of challenges that are not present in single player games. One such challenge is to implement game physics in them. I learned the basics and decided to share my knowledge, and hence wrote two articles for beginners like me. If there is some mistake please tell me Synchronizing Game Physics in Multiplayer Games - http://blogs.shephertz.com/2013/08/16/next-level-synchronizing-game-physics-in-multiplayer-games/ Game Physics in Multiplayer Game Development - http://blogs.shephertz.com/2013/08/13/game-physics-in-multiplayer-game-development/
  16. Hi guys, Intel has recently opened a new site called the HTML5 Hub. It's not just about game dev, but all aspects of HTML5. However I was pleased when they asked me to write an article for the site, so I did one about 'cutting through' images in canvas. http://html5hub.com/cutting-through-images-in-canvas/#i.wgzkq4zc3crby5
  17. Getting Started Web Audio API

    I recorded this video tutorial earlier this year, offering an easy-to-follow introduction to the Web Audio API. Just thought I'd share it here as well: http://www.youtube.com/watch?v=1wYTkZVQKzs I'm about to start recording more tutorials, so any thoughts or pointers are appreciated.
  18. Hey everyone, I have been searching and searching and still can't find a good solution to this... The best answer I have come across is to just add to the prototype of an existing object the functionality I need. Then if I wanted to override something just wrap another function call around the function I want to override and just call the function then do what I need to do after it. Are there any cleaner ways to go about doing this sort without having to copy large chunks of code over and over again? Maybe perhaps Phaser already has something built in to make this easier? Another example of what I am trying or want to do would be like how in Flixel you'd have those certain functions you'd always override in a object after you'd extend it and add functionality to everything that could be re-used over and over again. If using the prototype is the only way that's cool... Just wondering.
  19. Hi, I write blog articles about creating html5 games. In those articles I explained how to create a game step by step. My English skills are pretty bad so I can not translate articles myself. If you can speak French, feel free to translate and / or uses those articles as you wish. Create a Snake like with Crafty : https://hugeen.wordpress.com/2013/01/26/introduction-a-la-creation-dun-jeu-html5-avec-crafty/ Create a Platformer with ImpactJS : https://hugeen.wordpress.com/2013/03/25/introduction-a-la-creation-dun-jeu-html5-avec-impactjs/ Create a Match3 with CreateJS : http://hugeen.wordpress.com/2013/05/16/introduction-a-la-creation-dun-jeu-html5-avec-createjs/ Thanks, Cyrille :-)
  20. If you ever wondered how were old "3d" racing games made here is the great article: http://www.extentofthejam.com/pseudo/
  21. Hey, as requested in this thread - I made a small tutorial on how to setup phaser using FlashDevelop. This tutorial is based on the fantastic phaser-project-template done by jesse freeman. A flashdevelop project template is attached to this post. So, here we go... 1.) Install NPM 2.)Install typescript npm install -g typescript3.)Install and launch FlashDevelopThis tutorial uses FlashDevelop Version 4.4.0RTM 4.)Create a new TypeScript Project (Project->New Project->Typescript) 5.)Create a new folder within your project called "lib" 6.)Download PhaserThis tutorial uses Phaser0.9.5 7.)Copy Phaser directory (including the typoscripts) to you lib-folder 8.)Adjust project properties to compile to ES5 targetRight Click on Project Name -> Properties -> Build Tab -> add "--target ES5" to the Pre-Build Command Line textfield 9.)Press F8 (Build project) 10.)Open the bin/index.html in your browserNote: if you use assets please use a web server Hope this helps a bit. Best,benny!PhaserFlashDevelopTemplate.zip
  22. WebGL 3D Perspective

    "This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about 3D Basics. If you haven’t read those please view them first. In the last post we went over how to do 3D but that 3D didn’t have any perspective. It was using what’s called an “orthographic” view which has its uses but it’s generally not what people want when they say “3D”. Instead we need to add perspective. Just what is perspective? It’s basically the feature that things that are further away appear smaller." http://games.greggman.com/game/webgl-3d-perspective/
  23. How to write portable WebGL

    "When programming WebGL you need to be careful to make it portable. The following post will explain how to make WebGL portable across many devices, what to look out for and techniques to work around the limitations you face. If you are interested to read more about the reasons to use WebGL you can check out my earlier article on that. This post also assumes that you have a good familiarity with WebGL, if you are just starting out I recommend learningwebgl.com lessons." http://codeflow.org/entries/2013/feb/22/how-to-write-portable-webgl
  24. Hi guys, just published a tutorial on how to make simple virtual pet game demo using the LimeJS framework, aimed mainly for beginners: http://www.binpress.com/tutorial/create-a-virtual-pet-game-with-html5/6