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Found 177 results

  1. 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?
  2. 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 oryzano@gmail.com Here are some of my works :
  3. Hello, I don't know if this is a real good place de ask this, but i try I would like to create a geolocaliser in trains. For this, i have plans based on the country and type of the train and the wagon. I have all criterias here : http://rail.arukikata.com/ticket/seat/seat-tgvbru.pdf I was wondering what's the best practices to to this ? Should i transform my png or jpg into a SVG and then map it to a own 2D grid-map ? I'm new on this, so any advices/tips are more than welcome Thanks P.S : The only thing is that the core of the app is using AngularJS
  4. Hello guys, just wanted to show an HTML5 game made with superpowers. Super Coin Collector is a shoot e'm up 2D for Android inspired by Super Crate Box. You can download it from: https://goo.gl/cD0fHt
  5. Hi All, Half a year ago I started doing game development during my lunch breaks! It's a side-scrolling shooter using Crafty.js It's still work in progress, and the code (and demo) can be found here: https://github.com/matthijsgroen/game-play I also did a presentation about it at work, which can be found here: (at the 10 minute mark the demo begins, which shows the development proces in-game!) At the moment I'm still in the process of creating graphics, and deciding which resolution it will become, and pick between Canvas or WebGL.
  6. The Grim Panda Design team is currently accepting new art and design projects. We have a team of experienced and seasoned 2D & 3D artists and animators who have provided assets for many of the best-selling mobile game companies on the market today. We work with any budget, large or small, and can quote prices on a project level, per-diem, or hourly. With the ability to work in vector, concept, and realistic styles, our team is dedicated to making your project come to life. The quality of your assets will be precise, clean, and look brilliant in your mobile IP. We pride ourselves on bringing your player into the world you have envisioned. Due to legal obligations with many of our clients, we cannot publicly post our complete portfolio. Please contact me at jcogswell@grimpanda.com for samples. Thank you, and we look forward to bringing your creative design to the next level.
  7. Can you guys help me to score++ every time my hero excape the brick? And also load a background to this game. I am really stuck and frustrated now to find the bug. Thank you! Farid Goes to the Moon.rar
  8. Hi all, Apparently points are not considered to be in a triangle when they are on the edges - is that "expected behavior"? It isn't to me... BABYLON.Vector2.PointInTriangle(new BABYLON.Vector2(0, 0), new BABYLON.Vector2(0, 0), new BABYLON.Vector2(0, 1), new BABYLON.Vector2(1, 1)) Thanks
  9. Hí there, im trying to create a game where i shoot ink to walls to paint them. But while i tested i saw that game ram usage increases every time i draw in a bitmapdata. The bitmapdata size is 300x300, when i shoot to it i draw a 64x64 (random color circle) temporal bitmapdata on it. I think the bitmapdata is holding data from all drawing i made... but i dont know why. This is the code where i draw: var color = 'rgb(' + (Math.floor(Math.random() * 256)) + ',' + (Math.floor(Math.random() * 256)) + ',' + (Math.floor(Math.random() * 256)) + ')'; ink = game.make.bitmapData(64, 64); ink.circle(32, 32, 32, color); wall.draw(ink, ink.x-(wall.x-wall.width/2),ink.y-(wall.y-wall.height/2), ink.width,inkp.height); i only have ink and wall, but if i shoot the walllot of times (Sooo many times bacause i networked it to play with my friends) it start taking like 2000mb ram :/. if i just delete those lines the game is fine, i dont know why wall bitmapdata is acumulating data from all draws i do.... Thanks.
  10. http://dubiduh.com Hi fellow game-devs, here's my latest game DUBIDUH. It's a 2d-puzzler, inspired by Snakebird and the panels on The Witness. Since I do this for fun in my spare-time, I like to keep the scope small, so it's a short game. It should run in any modern browser and works for touch and keyboard/mouse-input. I did all the Code and GFX myself (except for Phaser of course); the sounds I licensed from premiumbeat.com. Made with Phaser and Webpack. Feedback is very appreciated, thanks for playing! -antonio
  11. I would like to show you my topdown 2d multiplayer shooter. It currently uses a pretty basic placeholder map, I just suck at graphics So consider this a WIP TechDemo. I used Phaser as the engine, Primus for the socket layer, Node as a server. Behind the scenes this does entity interpolation and prediction to give a smooth ride and good experience and to keep things exciting a visibility polygon will give you the ability to hide behind cover so your enemy can't see you. But they can hear you due to positional audio if you fire your gun. Controls: Mouselook - It will ask for a lock on your mouse, accept it and you can control the direction of your character like you would in a FPS shooter. It might be twitchy, I like minimal mouse movement, sorry. WASD/Arrows - move and strafe Left mouse - shoot to kill TAB - show score (weird numbered name means someone connected, but still in character selection or name entry) Click below to play: http://stark-caverns-8384.herokuapp.com/ Enjoy
  12. Hi, I’m Rob Hayes, a full time freelance game artist. With over 4 years of experience within the games industry I’ve worked in many areas of the 2D game development life cycle and have a love for exploring new styles and techniques to make the games I work on really stand out. From creating new styles and direction, to working with existing assets I can fit in well within your project. If you would like a quote or have any questions about my work or me, please get in touch at rob@hayes2D.com You can find my portfolio at www.hayes2D.com www.hayes2D.com
  13. Hi, I'm pretty new to game development. Having looked at a load of javascript libraries/frameworks (Pixi, Melon, Phaser, Lychee, WADE, etc...), I thought I would try to produce a platformer using Pixi.js. I would like to build something that I can customize pretty heavily, so building with pixi makes sense, because I can either build my own collision systems and inbuilt physics, or use separate libraries for them. I'm also considering combining the pixi rendering engine with something like physicsjs. Having read quite a bit through these forums, I couldn't see that anyone had spoken about doing this before. My main question is, do you think this a good idea? Is it overkill? I looked at box2d too, but it seems that developing with either one would be similar(ish). I'm going to make a start on doing this tomorrow morning anyway, as I don't want to hesitate too long before I take the plunge, but I would love to hear of anyone else's experience or objections to doing it this way. Thanks! Dan
  14. Hello! (Note: helpers are all volunteers. There is no payment yet since I don't earn any money myself with the game.) I am working on a 2D MOBA and searching someone to help me with the Pixel art! The game is still in development and soon I will have fixed the major problems so I can start with introducing new things. I need help in following sections: Making a game cover / Main screen Background of the map, ground and walls Character models and skill particles (Characters are divided into 3 parts: Body, front arm and weapon to make them be dynamic) If you have anything else to offer, feel free! I need every help I can get! If you are interested, contact me either in this post or private here: kingdanius.leagueofpixels@gmail.com Also you can play the game and catch a first impression of it -> here on this site <-
  15. I think I'm done with this minimal 2D maze shooter, with one enemy, two weapons (shotgun and laser), six levels, and infinitely destructible terrain. the game: cave2d.com/game2 level editor: cave2d.com/game2/edit On touch screens, the buttons are on the bottom left corner: switch weapons, and fire. Everywhere else is treated like a big trackball. Tested on iOS Safari and Android Chrome. On desktop, Z switches weapons and X fires. Arrow keys move, and you can hold "shift" for an extra speed boost. Mostly tested on Chrome, some Safari and Firefox. No idea about IE though. I wrote this because I wanted to complete a basic, full-screen multi-level arcade game, for mobile (and desktop), using WebGL, Web Audio, and my physics engine (with continuous collision detection!) and editor code. Gameplay-wise I didn't want to do anything fancy because I thought this would be a starter project, one of many. It's a lot like http://plexode.com/fracas/, the first JS game I ever wrote, yeeeears ago. Not including the physics engine, the editor code, or a lot of other fundamentals, this took exactly 100 days.
  16. Hi to all members ! Can help you with pixel art.
  17. 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: emilyso321@gmail.com 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
  18. Hack the system. For money, ideas, of just for lulz - it's up to you. BYTE is a top-down cyberpunk stealth-puzzle game about hackers, networks, and cyber-worms for PC, macOS and Linux, being made on Construct 2 by Dividebyzer0 - tiny team of lunatics who seeks for self expression. Player (as a too curious script kid) controls a sneaky cyber-worm and performs malicious deeds in the web. The nonlinear narrative takes place in the not distant, internet-dependent future, so the career opportunities are brighter than ever. Core gameplay may kinda remind of “Snake” from your old Nokia phone: every time you steal data, your cyber-worm is getting longer, which makes it harder to control and evade anti-viruses. Current state (v0.5.7) Right now the game is in the alpha state. We’ve prepared a little demo for you to try out what we are making and to hear your opinions! Demo showing off the game core mechanics, art/sound style, as well as the bit of a story, which takes part in full version of the game’s plot. You can grab the demo from the following resources: Our web-site Gamejolt IndieDB Itch.io Desperately waiting for your feedback, guys Have a happy hacking! --- Stay tuned with us via:RSS feed and mail subscription on the studio’s website: Dividebyzer0.comFacebook page: fb.com/DividebyzerO.teamTwitter page: twitter.com/dbzteam Presskit: press.dividebyzer0.comPrivate questions? Shoot’em at FloodBox@dividebyzer0.com
  19. Hello everybody! I want to share with you the game I made this year for the #js13k jam, it's an stressing shoot 'em up where your objective is to survive much as possible. It's my first time using fragment shaders in a game and I must to say that is not easy to start with, but at the end the results are amazing! So if you want to play it you can find it in: http://js13kgames.com/entries/evil-glitch Also as a requirement for the gamejam all code is opensource (https://github.com/agar3s/devil-glitches), there you can find links with the references I used for the game and people that helped me with feedback and support. Thanks!
  20. var p = BABYLON.Vector3.Project(vector, BABYLON.Matrix.Identity(), scene.getTransformMatrix(), camera.viewport.toGlobal(engine)); it's return P { x: NaN , y: NaN} camera.viewport.toGlobal(engine) is null e {x: NaN, y: NaN, width: NaN, height: NaN} i find google and the result page is return the NaN too. http://www.babylonjs-playground.com/#UWSIL#1 I use it this function last month, and it worked. but now didn't work. I don't konw why? help...
  21. I'm looking for a 2D (vector design) artist to implement the video game, is a serious game, I took 8 months of work, and hopefully out in 5 months. Deploy platforms: Android, Windows 8.1 / 10, facebook, web, google chrome, IO's, xbox maybe (just maybe) Monetization: ads and inn-app purchases. As you can see I consider myself a good game programmer in HTML5, but my graphics capabilities are very poor, so I need a committed person who wants to win 5% of the total profits of the game. As a safety measure I believe a partner in each panel of the respective online stores account. my web page: http://diyo-games.com the game : on my channel there are more videos that project list of versions so far
  22. I'm experiencing a bug that I was not yet able to reproduce in an isolated environment. I'm using bjs 2.5 alpha. During the loading of assets I'm creating a ScreenSpaceCanvas2D for the preloader UI in my custom loading screen (shown and hidden via a class implementing ILoadingScreen). I created a Sprite2D bar from an image texture (image was loaded previously), and I change the scaleX of the bar according to the loading progress. The bar is not updated accordingly. The scaleX variable is changed properly but visually it looks like it's stuck on scaleX 0 or 1. The values I pass are fine. The bar Sprite2D is a child of a Group2D. I set the origin of the Sprite2D to (0, 0). The bug persists even after the loading is ended if I choose for testing purposes to not hide the preloader UI. I have no idea if this is related to the loading situation or not, I just gave as many details as possible. I tried reproducing scaling a simple Sprite2D on the playground and it worked as expected. Any idea what might be going on here? @Nockawa
  23. I tried to create a text centering solution. I create a Group2D container for a Text2D - textFieldContainer. Inside the container I create a Text2D (naturally) - textField. Whenever I change the text, I set textField.x to be textField.width / 2 (textField.width returns different values for different widths as expected). By doing that I'm attempting to keep the actual text centered to the (0, 0) of the textFieldContainer. (and so I'm able to play freely with textFieldContainer's x and y without affecting textField.x centering solution. The problem is the text isn't actually being moved on screen. I created a PG reproducing this problem: http://www.babylonjs-playground.com/#1088V8#1 Line 24 has no effect at all, commenting it results in the same display. I created the marker textField to help you see better that the text is not moved. It's as if there's an extra placement logic for Text2D behind the curtains that's preventing me for moving it around properly. I also tried playing with textField.origin, to no avail. I attached an image demonstrating how it is now (X), and how it should look centered (V). @Nockawa
  24. So, I'm sure some of you have heard that I'm working up a web worker and Physics Tutorial... I swear in the end this is gonna be all BJS related... I just gotta get to that point first. Umm Ive kinda ran into a thing that I'm having trouble wrapping my mind around... https://pryme8.github.io/fishsticks/ so I know its glitchy, and I have not told it what to do when both objects have mass that's why it freaks out when the little balls collide... but um how exactly do I get the distance I need to separate my objects after the collision? Core.Test.Circle2Circle = function (a, b, preCalc) { var differenceV = b.position.clone().subtract(a.position); var totalRadius = a.body.radius + b.body.radius; var totalRadiusSq = totalRadius * totalRadius; var distanceSq = differenceV.len2(); if (distanceSq > totalRadiusSq) { return false; } var response = {}; var dist = Math.sqrt(distanceSq); response.a = a; response.b = b; response.overlap = totalRadius - dist; response.overlapN = differenceV.clone().normalize(); response.overlapV = differenceV.clone().scale(response.overlap); response.aInB= a.body.radius <= b.body.radius && dist <= b.body.radius - a.body.radius; response.bInA = b.body.radius <= a.body.radius && dist <= a.body.radius - b.body.radius; return response; } is the function generating the hit results for sphere on sphere action ^_^... umm I have everything I can think of... and tried doing it the way I thought I was supposed to which was take the overlapN and scale it by the overlap... which should give me the amount that the two need to separate... but when I do that the ball makes a HUGE jump off the bottom ball... I scaled the overlap normal by 10 just to see if that would work and it did (for general purposes), but before I start programing in bounciness and friction, was really hoping to get a more accurate separation distance.
  25. I was writing up a tutorial and ended up making a vector library for it while explaining hit detection... https://github.com/Pryme8/Vector2 There are prolly tons of Vec2 Libs out there, but here is mine.