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Found 199 results

  1. Hello, We are XuanLongCG Studio,a team dedicated to art. We specialize in the game art, including 2D, 3D Art and Animation, Next Generation Game Art, VFX, UI Design, Post Production, etc. Experience Our core staff, who are experienced with an average working time of seven years or more, excel at game art programs. We have worked in dozens of projects and cooperated with many first-class companies such as Tencent, Net Ease, Net Dragon and Seasun. Principles We emphasize on building long-term cooperation with clients. With high efficiency and art passion , we will offer you high-quality service on time and on budget. With professional staff and great passion, we will offer you the best game art service. Feel free to contact us! Contact details: E-mail: [email protected] Skype: XuanLongCG
  2. Hello visitor! I'm looking for skilled javascript developer to build small web game for 2 weeks with me. My main goal to get know more about pixi.js by doing valuable project for estimated time. What you will get at the end of development? You can share game with others, it will be your own portfolio; You can stay with me for next 2 weeks to monetize the game to get revenue from advertising. I will share 50% with you; If you not familiar with pixi.js, you will get experience by doing real project and you will spend only 2 weeks to get results; You will meet good guy (me :)), we can collaborate to do next projects which will give you money. Who am I? My name is Andy Tyurin. I'm working in banking sphere in a role of front-end team leader. I spend my free time by working with my own 2.5D game engine which is written on Dart. I'd like to build games, but I haven't got any real games to show, which can be described as a problem for me, but I did a lot of examples build on top of three.js, lwjgl (java). Except the fact, that I'm Dart enthysiast, I'd like to work with other languages such as javascript, node.js and java. Which tech stack I want to use by doing this game? Pixi.js as rendering engine to build 2D game; KOA framework to build REST, websocket server (node.js); React to make UI components. What about project, any other information? The game is called as "Space football". I will glad to tell you more, please contact first by skype: AndyTyurin Kind regards!
  3. Hello, I'm Emily and I'm a freelance artist looking for paid projects, small or part-time. I'm currently booked up on revenue share projects, so I'm only available for gigs that pay as I work. I specialize in 2D game graphics, including: - UI - backgrounds - 2D animations - illustrations/concept art I'm also open to doing anything else 2D animated or fully illustrated (cover art, comics...) For samples of my portfolio, please visit: http://emilyso.com/portfolio/game-artgraphics/ http://emilyso.com/portfolio/concept-art/ http://emilyso.com/portfolio/2d-animations/ If you feel my style of art would be suitable for your project, please contact me at: [email protected] Otherwise, please feel free to check out/play some games I've worked on: http://emilyso.com/games/ Thank you for your time and consideration. I hope you enjoy my work
  4. Hi, I would like to modify time scale in a 2D physics engine. I searched about it, and matter.js seems to permit timescale modification. In addition, i would like to set 'different timescales' for different bodies (as example: 2 object fall, one will be set to timescale:1 and the other timescale:0.5. So this last one will fall 2x slowly) It sound nonsense, but is there a trick to do it? I thouth about saving positions on last step, and compare them to the new one, then replacing them with a homothety value relative to the timescale. But there is a lot of cases that this can't handle Any sugestions? Thanks
  5. Hi guys, I want to share my game project that I have created in 2013. It was developed for 2 months but unable to finish it due to some unavoidable circumstances. Introducing Infinite Gears! https://github.com/alectora/infinite-gears Infinite Gears is an open-world, survival, 2D space-shooting, bullet-hell game (Whew!). As a Player, you can select a spaceship and start wandering through planets and destroy enemy motherships who are taking over those planets, while also fighting against some small enemies along the way. Each spaceship has its own power. One that focuses on pure power, one that focuses on single-target, and one that can protect itself from enemy attacks. As the Player saved a planet, Player can start buying upgrades so the ship gets stronger. The upgrade cost scraps you got from defeating an enemy. The scraps are then converted into GEARS to buy upgrades from the shop. There is an Overdrive (O.D.) bar that is generated by killing enemies. If this is triggered, it will grant you maximum power of that spaceship for a limited time. The enemies also get stronger as you go further away from where you start. This is indicated by the map on bottom right. There are sectors that are determined as levels to indicate that there will be more enemies and stronger enemy motherships. You must eliminate them as much as you can, and see how far you can go! The game should work on desktop browser at least IE9, Chrome, Firefox, and Opera. How to Play Clone or download this project, extract, and go to the project folder. Inside the ./bin folder, run the index.html. Use ASWD to move the spaceship. Use LMB (Left Mouse Button) to shoot. Use Space bar to throw off the bomb. Attack target is based on the mouse cursor. Last Note The game project was developed by Annobox (me and the illustrator) around June - July 2013 (2 months) for a competition and was still in development, but is no longer continued since then. This project is open to use for everyone, but for more detailed on the copyright notice, please visit the link and read the README.md file. The development is discontinued until now, so there won't be any fix. JavaScript has changed so long since this project and I have my latest code been changed a lot since then, especially after ES6 gets global. So I hope you enjoy the game and the source code! Link to the Game https://github.com/alectora/infinite-gears
  6. Does BabylonJS support canvas.getContext("2d") for building 2D games ? If it does how to establish things? Is there any playground how to start? greetings Ian
  7. tilebased

    Hi, I'm making a tile based mahjong clone, you can check the attached image for reference. basically I need a smart way to implement the mechanic of mahjong, that checks when I tap a tile if he has neighbours ( left or right ) and if he has a tile ontop of him. The way these are placed makes it very difficult for me to come up with a system. The sprites/buttons are all overlapping already I have my buttons(tiles) in an array and the references to which tile it is in a seperate array so I can create them easily for more levels. Is there someone who can help me tell phaser to check this without giving each tile in each level a reference to neighbours ( would take forever ) If you want me paste some code just ask
  8. I'm looking for an html5 developer to use my assets in a new game. The game was on iOS for a while, but I'd like to make it for html5 and eventually, Facebook. https://developers.facebook.com/blog/post/2016/11/30/instant-games-closed-beta/ I have all the assets, including visual and audio. We would just have to decide on game mechanics. Here is a video of what the game looked like on iOS: This isn't a paid job, but I'm sure we can figure out a way to split any revenue earned.
  9. Hi, My name is Nikky. I'm a 31 year old 2D graphic designer (vector) with years of experience, available full time for freelance work. I also had experience on making my own games for 2 years. I can do characters, items, animations, backgrounds, re-skinning, UI design, game cover, icons, logos, and any other kind of 2D art assets. My rate at the moment is $14 per hour, I can also work with a fixed price (with an asset list and a request art style). Well, I usually make deal on a fixed price after estimating the cost to the clients. Or maybe if you have some kind of budget for the art work, we can start negotiate from that. You can see some of my 2D art works for all kinds of games in https://imageshack.com/a/NSMz/1 I work fast, understand deadline, work on weekends and holidays, understand time zone deference, I don't sleep to much anyway, prefer Paypal for safe payments, not interested in profit sharing, or free works. I'm full-time freelance so my focus is on this. I can do most Graphic Art style (vector base). I usually do a test run of one or two of the clients request assets (usually clients also has a request type of style) to make sure the style, design, coolness, cuteness, etc fits them, no need to pay if the test run result doesn't fit you. But if it does, then lets do more actions! Feel free for asking me the estimate of the cost, it maybe cheaper then you think it is. You can email me at [email protected] Here are some of my works :
  10. Hello , my name is Oleg . You can look my portfolio here - https://www.artstation.com/artist/olrosim Ready for test work. [email protected]
  11. Hi, I'm building a map using Tiled for my game and I'm wondering what's the best method to implement an animated tileset in my game. For example in the game, I have some static tiles such as ground, but I also have some animated tilesets like waterfalls. Is there a best method for parsing the TMX file and then rendering all the static and animated tiles? Perhaps there's a library I can use that would provide a simple implementation for that? Thanks
  12. I keep getting the console error "o._cacheNode.getInnerPosToRef is not a function". I just want to get it into the scene for now but I can't get it to show. I may be missing something obvious: var mainCanvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(mainCanvas, true); var createScene = function () { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // This creates and positions a free camera (non-mesh) var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); camera.setTarget(BABYLON.Vector3.Zero()); camera.attachControl(mainCanvas, true); // This creates a light, aiming 0,1,0 - to the sky (non-mesh) var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); var text2d = new BABYLON.Text2D("A", { fontName: "24pt Arial", marginAlignment: "h: center, v: bottom", fontSuperSample: true }); var canvas = new BABYLON.WorldSpaceCanvas2D(scene, new BABYLON.Size(150, 150), { id: "WorldSpaceCanvas", worldPosition: new BABYLON.Vector3(0, 0, 0), enableInteraction: true, backgroundFill: "#C0C0C040", backgroundRoundRadius: 20, children: [ text2d ] }); var box1 = BABYLON.Mesh.CreateBox("Box1", 2.0, scene); var materialBox = new BABYLON.StandardMaterial("texture1", scene); materialBox.diffuseColor = new BABYLON.Color3(0, 1, 0);//Green box1.material = materialBox; var animationBox = new BABYLON.Animation("boxAnimation", "position.x", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); // Animation keys var keys = []; keys.push({ frame: 0, value: 20 }); keys.push({ frame: 60, value: -10 }); animationBox.setKeys(keys); box1.animations.push(animationBox); scene.beginAnimation(box1, 0, 100, true); return scene; }; var scene = createScene(); engine.runRenderLoop(function () { scene.render(); }); // Resize window.addEventListener("resize", function () { engine.resize(); });
  13. Hi, I'm trying to build a top-down 2d game. You can find the code for it here: https://github.com/JimTheMan/Room-Walkers Here is a screenshot of the game using "this.scale.scaleMode = Phaser.ScaleManager.NO_SCALE ;" The game works, but there are a few issues I'm having: 1) The "viewport" always shows an area of 10 x 10 tiles. As the player moves the camera follows him and he appears to be moving around the map. However, the viewport is always 10 x x10. Is there a way to change this, for example, to where the viewport always showed an area of 20x20 tiles? 2) When I use "NO_SCALE" mode everything looks super tiny, but when I use any scale mode (such as SHOW_ALL) the text looks blurry and is completely unreadable... How can I have graphics that are large enough to see while still keeping nice, crisp fonts? thanks.
  14. Hey there, I just finished my first multiplayer project based on node.js. Some features of game below: - earning upgrades during the game - up to 10 players + 5 constant AIs on the map - can play with friends or against them - in build chat and map to communicate with others - optional voice control Have fun https://shipwrecked.herokuapp.com/
  15. _runner This is a Phaser.js Project full content in my repo currently this is how it looks and plays runner.js So this was, or is... a project that was supposed to be a very simple game that got out of hand. in the bad sense. anyway. It's not finished and barely working. This is the reason to this README, help! I need your help to make this happen. To check current status go to the bottom of this README. Intentions This is a Retro Arcade style game, the objective is to get a high score. 1. only one level that never ends It gets harder as the player advances. This is what I have in mind, if you wanna change it, do it two values establish the jumps; the score, and the lives you have. the different jumps are ranked in Tiers, once a certain score threshold is passed the next tier is unlocked and new, more challenging jumps appear, and easier onces go away. There's something I haven't decided yet. I'm not sure if adding a multiplier when certain score and number of hearts are met. But this can be decided when testing. 2. the player has 5 lives each time you touch a "bad" box you loose one life if you loose all lives, GAME OVER if you fall down a pit, GAME OVER Not sure about giving the chance of getting lives back or staking more. I rather not 3. score system there's two score values; the distance ran and the time past The time subtracts from the distance This is to penalize stopping. So if you stop running the time still subtracts. after the player dies death is inevitable once dead you can record your score and give yourself a 3 character name Epilogue I'm sure some things are not well explained, and something was left hanging. So don't hesitate on bashing me online telling me everything I did wrong. try to be constructive though. THANKS! Status (4/10/17) The game uses Phaser and right now it's just one level with no loading on start screens so when you start the only thing that appears is the level per se. As said, this is just one level, and it's not where I wanted the project to be at. The real objective was to make this an endless runner. To make it an infinite level that goes on and on until the player dies. This is where this thing is at, right now: only one level no landing page "harmful" boxes are harmless and with no collision. Problems with tilesets and layers can't die no animation when jumping no animation when bumping into something
  16. Howdy! I was so tired of searching free 2D physics body editor to Phaser.io, so I decided to create one myself. It works and it is quite accurate. Making physics bodies doesn't take that much time. The project is in early update, I was wondering if you would like to see more. I give you it in a file to download and here is my question - where should I host/share the project so everyone can see it after 1 click and can it be free (I am a poor kid)? I am always willing to answer wo997 physics.zip
  17. My portfolio. Portfolio speaks for itself. I'm looking for work, preferably a long-term paid project. I can do more or less any style of art from 2D, 3D, illustrations, UI/UX, highpoly or lowpoly. Extensive amounts of animations is my only real weak point. I'm not interested in any kind of rev-share at this current time. Feel free to contact me through a comment or PM. Email is prefered: [email protected]
  18. This is version 2 of my game Descensus from several years ago. It's a simple but difficult 2D physics game in which you have to guide the ball to the ground by swiping bars on screen, bouncing it around spinning saws and off moving terrain objects. There's a time limit to reach each 100m stage, and you can use terrain objects to your advantage as well. It was written using the physics library p2.js and the rendering library Pixi.js. I wrote in in TypeScript, bundled with Webpack, developed using Visual Studio Code. The Android version was packaged using the cloud build system Monaca, bundling the Crosswalk webview (hence the relatively large APK size). It doesn't use any PhoneGap APIs - the sound is all HTML5 Audio. I did most of the testing on desktop so I know that it works nicely with both mouse and touch. I might possibly put it online in the future. Play Store link: https://play.google.com/store/apps/details?id=com.booleanoperations.descensus2 Video: https://www.youtube.com/watch?v=9BWii8aokbQ
  19. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  20. Hi! My name is Andrey! I'm an experienced 2d Game Artist and Animator. I make any types of game art: characters, animations, gui, sfx, illustrations, assets and backgrounds. This reel will tell you about my abilities better than any words: My site and old portfolio. Sometimes I load assets to my gumroad. Now I'm looking for freelance and outsource work My email: [email protected] My skype: murlyka.
  21. Direct link to game: http://darkwalllke.com/Games/MotorSpeedway/ (free to play) I've been working on MotorSpeedway for the last couple of days. It's a 2D top-down racing game. You can race on different tracks and win money to upgrade your car. If you're interested in getting development updates, please check me out on twitter https://twitter.com/Darkwall_LKE or facebook https://www.facebook.com/profile.php?id=100010690715593. I'll post as I add more tracks and features. Art is from Kenney http://kenney.nl/assets/racing-pack It's controlled using the arrow keys, so it'll only work on a computer, not mobile. Please let me know if you have any issues. Feedback is much appreciated! Thanks, Darkwall
  22. I have not complicated 2D game platformer with two levels, with simple platforms My character can jump, run and fall I want to teach him to hanging on the ledge on arms (i have sprite to animate this), and to stand up on platform. Hanging on arms - see picture below. Please, help me with some advice. I will add code if you will need to. In advance, thank for answer.
  23. Hello, I am a 2D traditional animator. I can provide you with raster(.PNG) and vector(.SVG) files. I charge $15/Hr and am available 6 days a week for work. Here is my portfolio. Contact: [email protected] Thanks for reading: -Dom
  24. Hey there! Name is Tair, I'm a Freelance Artist from Germany, looking for Freelance work. My main strenght lies in character art, in the fantasy and sci-fi genre. Portfolio: http://arttair.deviantart.com/gallery/ Contact: [email protected] Some examples: Hey there! Name is Tair, I'm a Freelance Artist from Germany, looking for Freelance work. My main strenght lies in character art, in the fantasy and sci-fi genre. Portfolio: http://arttair.deviantart.com/gallery/ Contact: [email protected] Some examples:
  25. I'd like to have a 2d text (text always facing the camera, so no need for 3d), which 2d position and scaling are affected by its position in the 3d world, and 3d objects in the 3d worlds can be rendered in front of it and hide it, depending on its position in the 3d world. I feel like I've seen such an example somewhere, was it in Canvas2D maybe?