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Found 1,102 results

  1. Hey , If i Multiple objects loaded time the device is hanging. i have using small objects only 3 or 5 mb file objects only. how to solve this type of problem.
  2. Hi, We developed a side scrolling adventure game that is Toto Adventure, which you can add on your website if you want. Below are the game details: Title: Toto Adventure Iframe Code: <iframe src="" scrolling="no" style="border:0; height: 478px; width: 850px; "></iframe> Screenshot:
  3. Cobalt Dungeon

    Hey there! I recently released a mobile game called Cobalt Dungeon. This game is based on Phaser 2 and uses a fullscreen canvas and basically only touches the DOM during initialization. The application itself is wrapped in Cordova 8 and runs on iPhone and Android. It's currently available for both platforms in their respective stores: Cobalt Dungeon for iOS on the App Store Cobalt Dungeon for Android on the Play Store The game took me four months to create, from start to finish. I had created games before using HTML5 / canvas, and had released one before on the app stores (I later open-sourced it as Mobile Game Skeleton, if you're curious), so the process was familiar. This game is very Indie, like most of the games on this forum, with me being the only dedicated contributor. I made the music and sound effects, sourced /remixed existing graphics, etc. One thing that might make this game a little special is that 99% of the development was done on Linux, almost entirely using open source tools, though I do have a Macbook Air I use solely for iOS builds and I did use FL Studio for music. I'd like to talk a bit about the process I went through, hopefully someone else will find it useful as well! I have been producing a series of game development videos recently and will make a high-level one soon based on this post! I also have a blog with hundreds of development posts, if you are into the whole reading thing. Development Workflow Almost all of the day-to-day game development, e.g. the actual core gameplay of moving around the dungeon and attacking enemies and picking up items, is designed and debugged using the responsive view of the web debugger in Google Chrome. Personally I prefer Firefox for web browsing but there's no beating Chrome when it comes to dev tooling. This tool is great because once you tell it to pretend to be a particular device (e.g. an Android Nexus 5x or an iPhone 6s) it'll do everything from setting the user-agent to reconfiguring the pointer to send touch events. Being able to interact, alter game state, and read console messages in real time is a total must. Very little on-device development happened for the first three months (mostly occasional performance testing). Of course, testing locally is fine for a while, but you definitely do need to test on a real device. My daily driver is a Nexus 5x which is a little over 2 years old. I used this device for most of my testing. I figure the average phone is about as powerful as this one so I would constantly make sure the game ran at 60 FPS on this device. My other test device is an iPhone 5. This phone is like 5 years old, so it's mostly safe to say that any game that'll run on this phone will run on any modern iOS device. (One caveat is the new iPhone X notch, which I still need to fix. Resolution differences are also important to consider) You may find weird edge cases which only present themselves when your game runs on a physical device. A common example is related to touch inputs. When debugging these issues you can actually use a Chrome feature called Remote Debugging, which will allow you to use Chrome installed on your computer to interact with Chrome on your Android device (I'm not sure if such a feature exists with iOS Safari, but I didn't need such a feature). Normally Chrome will even show duplicate the view of the phone on your computer screen but it doesn't seem to work with Canvas. Artwork/Aesthetics The game uses 16x16 tiles and a palette of 24 colors. If you find yourself making a pixel art game, you must pick a palette and adhere to it! I found that having such a restriction really helped with creativity, as well as getting an overall cohesive feel. The basic terrain is based on free artwork I found on That website is amazing for getting assets and I highly recommend you check it out (here's a bunch of music I contributed if you're into that). The players / enemies are based on another art pack which I purchased a license for (around $30 at the time, I think). I would then touch up this artwork to get everything following the same palette. I would also have to stitch the graphics together to build spritesheets and get animations going. Any time I would create new artwork I then do my best to fir the same art style. For example, the first boss Shroomzilla I put togehter. It uses the same color palette, though the visual style is definitely more complex than the simpler graphics used throughout the rest of the game. The graphics for the Ice, Moss, and Fire worlds are altered from the base terrain, but still follow the same palette. The main menu graphic of a stairway going into the dungeon is also something I had to draw based on googled reference material (also with the same palette). The graphics I use do use 1x1 pixels in their source PNG files, despite being rendered on device as some arbitrary pixel size, e.g. 6x7. I do the stretching by dynamically scaling the viewport when the game first loads (I'll make a video explaining this process at some point). This is cool because it's impossible for me to address a sub pixel. You'll see this issue in a lot of pixel-art games where there's partial pixel overlap. Rendering on Android is done with Web GL, and on iOS with software. This was necessary to get the viewport scaling to work, prevent blurry pixels on iOS, and prevent slow performance. E.g., scaling the viewport when rendering Web GL on iOS is very slow and blurry and slow, and works perfectly on Android. Music/Sound Effects The audio was all custom made for this game, both the sound effects (SFX) and the background music (BGM), though the process for making both is very different. SFX: The Sound Effects were mostly made using the wonderful as3sfxr tool. This tool, despite being super old and written in Flash, is one of the best (if not the best) tools for making 8-bit (-esque?) sound effects. The workflow I use is to first figure out what part of the game needs a sound effect, then click the category which sounds most similar, and then start randomizing the sound until it sounds similar to what I'm looking for. If a randomization goes in the wrong direction then undo and try again. Once a sound is pretty I then modify individual parameters until it sounds correct. Once it's done I generate a WAV file and load it into FL Studio. The goal with FL Studio is to create a single MP3 file with all the sound effects, e.g. the first at 0 seconds, the next at 3 seconds, etc. Once this is done I specify the sound locations using JSON. Unfortunately I kept having issues with Phaser's audio library so I chose to use a library called Howler to play the audio. The code for using Howler looks something like this: const TIME = 2999; const SFX = { damage: [0, TIME], explode: [3000, TIME], door: [6000, TIME], wait: [9000, TIME], upgrade: [12000, TIME], }; const sfx = new Howl({ src: './audio/sfx.mp3', sprite: SFX, autoplay: false, volume: 1.0, onload: finishPhaserPreloading });'damage'); BGM: The music was entirely composed using FL Studio (overview video, some notes on how I made the music). One of my goals was for the game to feel familiar to the generation of 8-bit / 16-bit gamers. However, making actual 8-bit / chiptune music was not a requirement by any means. So what I chose to do was keep every song simple; most have only 2 or 3 instruments. With the exception of percussion/drums, the music is entirely synthesized. Whenever possible I would use simple waveforms and simple filters (e.g. for the ice levels the lead is a sine-wave with a touch of delay and reverb). Sometimes I would use more complex instruments, like the string instruments in the main menu / fire levels. With the exception of the main menu music, each song follows the same structure, which you can download as an FLP file here. The tempo does change which is why the songs are of different lengths. Overall I like the way the music turned out. I frequently listen to it while commuting. There's a few things that annoy me, like the bridge in the ice music or the repetitiveness of the moss/jungle music, but overall it's not too bad. The music is the largest part of the application, consuming about 18MB of the overall ~24MB binary. Since most people are listening to it via crummy mobile phone speakers I've compressed the audio at 96kbps in the game (higher bitrates are available for download on my Patreon). Libraries / Code As I mentioned, this game is built using Phaser 2 (I might upgrade to Phaser 3 soon, now that the children/group feature is being added), as well as the Howler library. Code is written in mostly ES2015 syntax. I use Browserify to combine my code, traversing import/export statements. Once browserify is done I then pipe the output through Google Closure Compiler to get a single JavaScript file without any comments or whitespace, and being minified as much as possible (e.g. dead code paths are removed). I don't, however, run any of the libraries through closure compiler. So in my final HTML file I'm loading four libraries: phaser.js, howler.js, cordova.js, and my games bundle.js. Many people seem to enjoy many weeks configuring webpack and getting bleeding-edge versions of the language transpiling but I try to avoid that as much as possible. The game is wrapped in Cordova 8. This requires a whole bunch of JDK and Java build tooling be installed, as well as Xcode on my Macbook. Configuring all that tooling is a nightmare! I also make use of the following four Cordova plugins: <plugin name="cordova-plugin-vibration" spec="^3.0.1" /> <plugin name="cordova-plugin-media" spec="^5.0.2" /> <plugin name="cordova-plugin-admobpro" spec="^2.31.1" /> Vibration is required to get vibration working on iOS (it's not required for Android, it just works out of the box). The media plugin is interesting. At first I would play all the music using Howler. This means the browser itself load the audio into memory. Unfortunately I found that the browser is incapable of destroying the music, even when the appropriate methods are called to unload the audio! Using the Cordova media plugin is necessary if you want to be able to play more than a few songs and not have a mobile browser segfault without a stacktrace in sight. The admobpro plugin is used display ads in the game. Unfortunately the author skims a few percent of your proceeds off the top unless you buy a license. I'm also trying to use an IAP module but am currently having compatibility issues with that and Cordova 8. Now that the game has released I'll try to get the plugin working as I'd like to offer players the ability to give me $2 and to have ads disabled (ads also hurt performance). I do load two JavaScript libraries installed via NPM into the compiled bundle.js by way of Browserify. These are two libraries I also made and open-sourced. Neither has any dependencies so that the output bundle is as straight-forward as possible. The first one is roguelike. This library has a ton of features! All the level and room generation is done using this library. I also use it for a lot of math / random / dice roll calculations as well. The second library is autotile. I use it for taking a 2D array of booleans (representing if the ground is a floor or a hole) and converting it into a format to represent the actual spritesheet offsets. This is very handy so that you don't need to perform the calculations yourself. This allows me to represent a floor using a simple array of booleans instead of tightly coupling it with spritesheet offsets. Tools As I mentioned, I use FL Studio to do the audio work. I bought the Producer version for $200 and have been really happy with it. Since I'm running on Linux that means I need to wrap it in Wine. This experience is a little iffy, e.g. if I attempt to scroll anywhere in the UI the app completely freaks out. Other than that it's been a pretty solid experience, especially since my songs only have a few instruments. For most music, however, this won't be true. The more instruments and effects running, the higher the CPU cost. Running FL Studio directly on Windows will be much more efficient than with Wine and Linux. There are of course free alternatives, especially native Linux tools, but I had used it years ago and was comfortable with it. All coding was done using VIM. Once you get used to those keybindings you'll be trapped using this editor forever. While most of the rooms are procedurally generated, I did want to create a bunch by hand. For example, all of the tutorials and challenges are done by hand. For those I used a tool called Tiled. (At first I hand-generated JSON. This would never scale and prevented creativity). Tiled allows me to edit a visual map, with different layers, using the actual spritesheets used in my game. Tiled will output an XML file format which can even be imported into Phaser! However, passing around a file format representing rooms which is so tightly coupled to the graphics is not a route I wanted to take. So I wrote a converter tool to convert the XML files created by Tiled into a very simple JSON representation which contains only exactly what I need to represent a level. As an example, enemies can be represented as an array of objects with an X/Y coordinate, an Enemy ID, and their Phase. The Tiled representation would contain lookup information for the enemies coordinate in the spritesheet, the layer then graphic is on, and wouldn't have the metadata I need. Here's a video of my Tiled workflow if you'd like a better idea of how I make rooms. For creating the Bitmap font format used by Phaser I used a tool called BM Font. This allows me to take a TTF font and create the XML/PNG files needed for rendering on the web. The process for doing this can be super complex so I even made a video on font conversion for Phaser. Graphic editing was done using GIMP, a free image editing app originally made for Linux but is available for all platforms. Coming from a Photoshop background it can take a while to get used to the keyboard shortcuts and the weird choices GIMP made (e.g. layers have different dimensions, what's up with that?!) I created a palette using the 24 game colors and that really helped my efficiency. I also tweaked the UI to be in single window mode (ala Photoshop) and also reconfigured the tools (mostly disabling anti-aliasing, enabling a 16x16 grid). Once you dig through the menus it's possible to save the tool configuration permanently, which really helps with efficiency. Hardware I did the drawing of the main menu graphic using an old Wacom Tablet bamboo, it's older but probably cost $100. The music was made using an Akai MPK Mini (two octave MIDI controller), also for $100. Neither of these tools were required to produce this game, but they sure make it a fun process. All development was done using a Lenovo Thinkpad Carbon X1 5th generation, by far the best laptop I've ever owned! Worth the $1600 price tag. Live Ops Once a game is live you don't want to have to release a new version of the app for every little update. This is when having a CMS is really helpful. I built a Node-based CMS specifically for game development called Grille. My workflow for this is that I edit a Google Sheet, change values (for example enemy attributes, shop costs, game text, etc). Once I'm satisfied with the result I use Grille to generate a JSON file which I can upload to a CDN. Of course, it's useful to know what in the game actually needs changing! For example, do most players get to level 7 and then stop playing because they get killed by a Mage and get frustrated? For that I use a service called Mixpanel. Throughout the codebase I make analytic calls with useful data. For example, when a player dies, goes to a new floor, buys a shop item, views and ad, etc. I can then use the Mixpanel UI to view a "funnel" of users as they progress through the game. [Attached is a screenshot from Mixpanel showing the level progression funnel] Monetization I make money with ads thanks to Admob. There are two types of ads; the first one is an ad shown when the player switches between rooms. This ad is displayed at most once every five minutes. The second ad is an ad the player can choose to view. When the player dies they can choose to view an ad to respawn in the room they died in. Otherwise they can choose to respawn at an older save point. Let me know if you have any other questions about the development process, or if you'd like me to produce a video explaining any of these topics. Thanks!
  4. Hello all, My name is Alexander and I am a professional HTML5 game developer from St Petersburg.I'd like to present you my new HTML5 game HyperDiver: It is a dungeon crawler game in a minesweeper style with role-playing elements (collect loot and upgrades system) in a space setting. The game is also available on Google Play, in popular Russian social network and on some online games portals. The game was developed with Phaser framework. Server side was implemented as REST API with PHP+MySQL: leaderboards, ratings, registration, authorization There are lots of game-design ideas still not implemented because of the lack of resources. And I learned a lot while working on this project. I've improved my skills as a game-designer and as a programmer also. There were lots of difficulties in the working process and the current minimalistic and simple version means that more than 50% of the implemented features were removed at all. I'm novice in a game marketing and I don't exactly know how to promote my game so I don't monetize it now. If you are publisher and you think that this game has future, I will be glad if you help me to publish and promote it together as partners. I can modify the game in accordance with your request: add more features or implement any possible API. Making a game even so simple like mine is a great journey and I wish everybody to have this kind of experience! Good luck to all! Regards, Alexander
  5. Phaser Code standard

    Hi Iam new to phaser development i need the code standard please help me.
  6. I have all sorts of game ideas, but I quickly run into a brick wall since I'm not really an artist. Are there any guides out there for creating simple "programmer art" for games? Even better, are there any website for free game art?
  7. This might seem like a ridiculous question, but I was just curious to hear your input on the subject. In brief, I have spent a lot of time learning web development (specifically the front-end). Although, I recently gained interest in creating games with JavaScript frameworks such as Phaser. With that said, is there anything wrong with making simple 2D games for mobile using JavaScript code and something like PhoneGap to get it on mobile stores? Do any of you currently do this? Or should I change my focus to Unity and C#?
  8. Math Pixel Puzzle

    Based on this classic puzzle, we created a game called Math Tower of Hanoi. The game contains of 18 levels - from simple ones to complex ones. The smallest disk has number 1 on it, the next disk is larger and has number 2 and so on up to the largest disk that has number 8, accordingly. The main goal of this game is to move the disks so that the amount of the digits on all the disks in the bars would match the target. The fewer steps you make during the game, the more points you will get for the puzzle. You are allowed to move only one disk at a time. You cannot put a larger disk on a smaller one. You will get other math tasks between the levels. Play and improve your skills in mental counting. Online Version Android Version iOS Version
  9. [Phaser] Crossword Scape

    After more than six months of developing after my regular day job, I am releasing my html5 game that is like wordscapes. Originally my inspiration is Word Cookies and then while my game is in dev't I noticed that Wordscapes is getting popular. Oh wow! I was late. Anyway below is the link and descriptions. Game link Android Think, search drag and connect all the letters to form a word. A collection of thousands of words developed into hundreds even a thousand puzzles, you will never leave the game. Crossword connect has selected thousands of words and handpicked to make it more challenging. The words are not picked by an AI to make every puzzle word easy but challenging to play. Play this classic word connect crossword game to exercise your brain and improve your spelling. Just connect each letters to form a word. If a word is on the list of anagram and is a puzzle, the word will be revealed. Use hint button on the right side if you got stuck and will cost you a coin. You will get coins when you finish each level. The features of the game are: * Daily bonus - The player will always have bonus coins once everyday so they can always use the reveal a letter help button * Extra words - An extra word is equivalent to one star. The player will have an extra coin if they get 40 coins * Shuffle Hint Letters * Reveal a letter - The player can reveal a letter in exchange of coins * 700 + levels - Excellent for player retention * Handpicked words - not generated by AI * Full screen on different screen resolution * Sound effects and Music mute button * Relaxing non-destructive music
  10. [WIP] Jewel Matching Game

    First post looking for feedback. Matching game that I'm working on, at this point I'm on the fence for how much more effort I want to put into it. I think it could be cool, but after enough time passes it's easy to have doubts. On the technical side there is no game engine library being used, and it doesn't use canvas. Which is an odd choice but the project really started out as a proof of concept of some stuff I wanted to try. Play Link: Code: Development Blog Post: It's not geared towards mobile yet. In theory it should work fine, but at the moment it's not optimized for the larger board states. Also it won't work in Edge or IE at all, too much reliance on css clip-path at the moment. Anyways let me know what you think, and thanks for playing!
  11. Hello folks, I'm looking for a HTML5 game developer with knowledge in Framework. It's 90% done. The project needs some finishing and improvement. All implementations will be accompanied by the team that started it. Backend is in NODEJS and PHP. DataBase in mySQL. (There is no need for in-depth knowledge of these platforms.) Contact me in or
  12. Hi, I have basic knowledge about javascript. I'm learning babylon js by myself now. and I'm trying to make a pottery maker game for fun. But I don't know how to achieve this. Can anyone give me a little clue? Thank you.
  13. Hey guys! My name is Jesse, an indie dev from Finland. I've developed and self-published two commercial games on Steam; Silence of the Sleep and DISTRAINT: Deluxe Edition. Long story short, DISTRAINT is doing pretty well. I'll share some statistics here in case some HTML5 publishers are seeing this: 2865 reviews on Steam and 94% of them are positive Over 1,3 million downloads on Google Play (Free to play with ads and IAP to remove the ads) Over 63,000 ratings on Google Play and rating 4.9 / 5.0 Editor's Choice on Google Play DISTRAINT is doing great, and I recently started porting to HTML5. I've very little experience from HTML5 gaming, so I'm here to ask for your advice. Any idea where to go next? Any help would be greatly appreciated! Thanks, Jesse
  14. Hello all, We are expanding our team so we are looking for HTML5 (JS) programmers who are passionate about casual gaming, who want to work in international environments, with very experienced industry peers and great learning opportunities. If you have all these qualities we would like to meet you: A strong desire to learn, collaborate and work hard Organized and proactive Proven proficiency and professional experience (or extensive amateur experience) in at least one of the following game engines: Phaser Pixie JS Cocos2D-html5 Haxe/OpenFL Playcanvas Extensive domain of HTML5 and JavaScript Have demos or portfolio you can share Knowing some/all of these skills will make you a little bit more suitable for the position: Intermediate, Advanced or University Studies in Programming Experience working with third-party SDKs (Facebook, Adm...) Experience developing multiplayer games Knowledge of AWS or Google Cloud Knowledge of Unity 3D English You are gonna help us: Technical implementation of the games we make Guarantee the highest quality of our products Collaborate in the design of games Create a better working environment Benefits Flexible schedule with core hours from 10:00 to 15:00 (you choose when to work the rest) Possibility to grow professionally in the company To be able to learn from professionals with more than 10 years of experience in the industry. Join one of Europe's most successful casual gaming companies Possibility of working remotely if you are not in Barcelona PM us your updated CV (and a link to your portfolio) and we will contact you shortly. THIS IS A PAID POSITION
  15. Math Pixel Puzzle

    Math pixel puzzle is a very unusual game. The rules are very simple. You will see an image with pixels of various colors. After three seconds, the pixels fly apart in 3D space. Your task is to rotate the space so that the image appears as originally. In the upper left corner you will find a hint - a small picture. You’ll need to collect an image so that it becomes exactly the same as the one in the hint. If it gets upside down or inclined – let’s look for more options to solve this puzzle. The difficulty of the levels increases at every level. In this game, we collected figures from 0 to 9 and pictures of geometric shapes: circle, square, triangle, parallelogram, cube and star. Do not spend too much time as it is limited. The faster you solve the puzzle, the more points you will get. Game Play Video Cordova Project for iOS and Android Google Play pluging GameCenter plugin Heyzap plugin (admob, UnityAds) Firebase plugin Play Math Pixel Puzzle Online Download Math Pixel Puzzle on AppStore Get Math Pixel Puzzle on Google Play
  16. Cat girl fashion dressup

    Wear ordinary clothes every day, the same shape is not difficult to show your personality? If you are a cat girl, how to dress the most beautiful it? Now it is time for you to exert your imagination freely to demonstrate your talent and design the best style! play now
  17. Hello everyone!, I'm stuck with my 2d game.. i'm trying to give certain sprites a on mousehover event(i dont really know if this is possible lel but i am really new with canvas so pleas help me out). does anyone know a better way or the sollution for this??? regards, slyvan25
  18. Company of Merchant Adventurers

    Company of Merchant Adventurers is a trading game based on the C64 game Hanse from the 80ies. It's a browser game completely in HTML5/JS and using Phaser for some game elements like the Map or the mini-games. It's got a bit of multiplayer as you can see other merchants in towns and buy shares or attack their ships and harbours. The goal of the game is to claim the title of Mayor in London. This can only be done by wisely trading the goods returned by your merchant fleet. The game is not commercial and I've developed it as a hobby game programmer. It's in english and german language (settings at the top). If you like trading games - turn based trading strategy, and maybe enjoyed the game Hanse - you will enjoy a quick round of my Merchant Adventurers - give it a go and let me know what you think - trade's up! Login and register free at: More details and blog:
  19. Phaser + Spriter - collision boxes

    Hi, Been trying to get Spriter Pro collision boxes to work in Phaser - has anyone had any luck in getting this to work? I'm close...but not quite there... This is using this plugin by the way:
  20. Hosting multiplayer games?

    Hi. I'm currently developing a single player game in Phaser and occurred to me to make it online multiplayer instead but I would prefer not to run my own server and wondering what solutions are out there for hosting online multiplayer games? I searched the web and did come across 4 solutions. PlayerIO, AppWarp, Photon and using platforms like Heroku and Amazon.... At the moment I'm more likely go with PlayerIO because the pricing is better, the free package allow me to get started with no obligations and the paid packages also seems cheap compared to other hosts but I would like to get some feedback if it any good or not, should I consider using something else? I would be grateful for any opinion on this or even links to articles I could learn something from. Thank you.
  21. Play Link: Pixel Memory Find all card pairs, level your profile & unlock new cards in this “Memory” classic optimized for mobile! Play Link: Pixel Memory Welcome to the "Memory" classic, expanded with new features & optimized for mobile! Game Features: Play the “Memory” classic in this mobile game. 3 Difficulties: Easy, Medium & Hard. Level up your profile & unlock more cards. Browse your collection to see which cards you’ve already unlocked. 4 card deck skins: Choose the one you like best! View your profile for your game stats & best scores in all difficulties. Gameplay: Find all the matching card pairs on the table. Find them before you run out of guesses. Unlock all the card packages in the game. Controls: The whole game requires only click inputs and is perfectly optimized for mobile! Credits: The game was developed solely by me. All assets in this game were either done by me or from the CC0 assets linked below. These sources are also credited inside the game: Play Button Name: Cartoon Mobile Rounded Icon Buttons Author: Nathan "GDquest" Lovato,, URL: Explosion Sprite: Name: 2D Explosion Animations #2 | Frame by frame Author: Sinestesia,, URL: Audio: Play Link: Pixel Memory
  22. 1024 Math

    1024 Math Remix on classic game 2048. 1024 Math reminds a game of 2048 from Gabriele Cirulli. There are 18 levels in this game. You need to complete all the goals when you get at each level. Play 1024 Math
  23. Hi there! We’re looking for a talented, self-motivated and experienced Full Stack Developer to build games for Africa. About Us: Big5 Games is a Gamification Platform for Africa. We’re on a mission to get Africans playing more games! We’re working on a range of games to entertain and educate utilising the latest technologies and platforms. Core Skills: • Full Stack JavaScript Developer • Solid skill set in Node.js, MongoDB, Angular • Good knowledge of JavaScript, ES6, HTML5, CSS • Knowledge of React • Experience with test frameworks • Ability to apply programming and documentation principles • Able to work remotely with other team members • Good communication skills Bonus Skills: • Experience in HTML5 game development • Knowledge of game engines and services such as: GameMaker, PlayFab, Phaser, Facebook Instant Games • Knowledge of cloud systems such as Heroku and CloudFlare • Familiarity with the Lean Startup and Agile Methodologies About You: Timely and committed - you manage your time well. Quality-driven - you create great work you’re proud of! Fast learner - you’ll learn a lot with us, and we move fast! Team player - you share, discuss, ask for advice, and report on your work on yourself. You’ll work independently, we don’t want to be on your back. Passionate about technology - you are interested in new technologies and experiment with your own projects. We Offer You: Exciting, dynamic and ambitious projects to work on. Flexibility to work remotely where you want and when you want. This is a fully remote role. Join our open, collaborative culture (we want to share our knowledge as well as learn from you!) Develop your entrepreneurial side. Additional opportunities as we grow and learn together. Big5 Games is an equal opportunity employer. We’re excited to work with talented and empathetic people no matter their race, colour, gender, sexual orientation, religion, national origin, physical disability, or age.
  24. Hello people ! I'm working on a project code in javascript without using any framework and I struggle with keyboard input. I would like to disable window (or document, I don't know the difference) keyboard detection while I'm in game, because the webpage move each time I use arrows keys to move my player. I already try to use getElementByID('myCanvas').onkeydown but it doesn't work at all ! Here a part of my code : /* In a class name Engine() */ document.onkeydown = checkKey; function checkKey(e) { var keysMap = { 37 : [-1,0], 38 : [0,-1], 39 : [1,0], 40 : [0,1], }; if(e.keyCode>=37 && e.keyCode<=40){ player.setSprite(player.spriteDict[e.keyCode]) game.moveTo(keysMap[e.keyCode][0],keysMap[e.keyCode][1]); } else if(e.keyCode == 82){ game.restart(); } else if (e.keyCode == 85){ game.undo(); } current.drawBoard(); } For more, see the project on Github
  25. Hey guys. This is a simple RPG demo featuring characters from "Fate/Grand Order" (derivative work), powered by "System Animator 11" (WIP) written by myself. PLAY: "System Animator" is originally a desktop gadget project, a fully customizable system monitor/music visualizer/animated wallpaper with focus on visuals and fun. It runs on "Electron", which is basically a Chrome browser, and no wonder System Animator itself is basically HTML5. In this upcoming WIP version, I plan to make it fully online and add some gaming features so that it can be used to make browser-based 3D games (mainly RPG for now). If you want to know more about System Animator itself, check out the following page. For more info about the game itself (controls/copyright/license/credits/etc), check out the following README file. The game has only been tested on Google Chrome and Firefox. It doesn't work on Edge right now, but it may work on other modern browsers. Bug reports and commments are most welcomed.