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Found 114 results

  1. Or a tutorial to create something similar?
  2. 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.
  3. 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.
  4. 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!
  5. rungo73

    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.
  6. suyashmshephertz

    [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/
  7. 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
  8. 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.
  9. 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 :-)
  10. If you ever wondered how were old "3d" racing games made here is the great article: http://www.extentofthejam.com/pseudo/
  11. 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
  12. rich

    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/
  13. rich

    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
  14. 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