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Found 3,281 results

  1. dcgames

    [WIP] Online Domino Games

    Guys, I have been working on a bunch of domino games and have just released first set of 8 games which I am sharing here. Looking for your feedback on this. AI for the games are decently intelligent (mostly plays for scoring and blocks if it can not score). If someone has any feedback with regards to AI, please get back. http://www.onlinedominogames.com I have another set of 6+ games which are work in progress. Shall provide update once they are also done. Meanwhile your feedback will be much appreciated.
  2. I released my first Phaser project last week on Kongregate. I'd love any feedback anyone here might have about how to make this project (and future projects) better! Additionally, if anyone has advice for successfully releasing/shipping/marketing games, I'm all ears for that too. 🙂 Solve challenging real time puzzles to unlock portals that take you to new more advanced worlds. Perfect your navigation of each level to unlock bronze, silver, and gold time trial medals. Play the game here: unstablegame.com
  3. when a game object belongs to multiple groups that have runChildUpdate enabled, is there a way to make sure its update only runs once per frame? or is there anyway to get around with it?
  4. Hi everyone! After one year and a half of hard work, I finally have the great pleasure of introducing my game, On the Way to Nemroth (OWN)! OWN is a deathmatch game in 1v1, 2v2 and 3v3 with fast-paced games under 3min. Gameplay-wise, it's a crossover between MOBAs (you control one hero with a limited skillset) and Brawlers (maps are small, action pretty intense). You can watch the trailer here : The competitive side has been polished, (league system, no random mechanics, depth of gameplay etc.), but you can also play casually in normal or private games. Because games are super short, you can use OWN to fill in idle times (like a League of Legends matchmaking, for example) or you can play more seriously and try to rank up the ladder. Money-wise OWN is 100% free-to-play, 0% pay-to-win and contains no ad. It's pay-to-customize. You will have all heroes for free, and you will win virtual currency and chests as you play. By the way, I've created a promo code which will unlock you 1000 gold coins at registration : PHASER ! And with registration also comes a free legendary chest! Regarding the technologies, OWN uses Phaser and Node for the pvp games, and React for the social part. But enough talking, here are the important links : The game HERE ! Testing the game without registering HERE ! Don't forget to follow us on social medias : Facebook Twitter Youtube Discord
  5. i want to make the player goes inside the ring
  6. Hi Guys, I'm having some issues with an emitter that I am trying to attach to a sprite using the addChild method. The emitter should be a child of the player's arm so that it moves and rotates correctly. When I add the emitter to the game without being added as a child it works fine. As soon as I add it as a child to the arm it disappears from the game world. I've played around with a bunch of different coordinates in case it was being moved slightly off screen but I've come to the conclusion that something is going wrong here. I've also run tests in a new state with just a single sprite and an emitter and as soon as I add the emitter asChild of the sprite it is gone. I'm probably missing the thing that is going wrong here, so any help would be appreciated. I'll put my code snippet below if that helps at all create: function() { this.game.stage.backgroundColor = "#000"; this.playerContainer = this.game.add.sprite(300, 600, null); this.player = this.game.add.sprite(0, 0, 'player'); this.player.scale.setTo(0.75); this.backArm = this.game.add.sprite(-10, -180, 'backArm'); this.backArm.scale.setTo(0.75); this.frontArm = this.game.add.sprite(-10, -180, 'frontArm'); this.frontArm.scale.setTo(0.75); this.emitter = this.game.add.emitter(0, 0, 5000); this.emitter.makeParticles('whiteParticle'); this.emitter.minParticleSpeed.setTo(200, 0); this.emitter.maxParticleSpeed.setTo(2000, 0); this.emitter.gravity = 200; this.emitter.lifespan = 0; this.playerContainer.addChild(this.backArm); this.playerContainer.addChild(this.player); this.playerContainer.addChild(this.frontArm); this.frontArm.addChild(this.emitter); this.game.physics.arcade.enable(this.playerContainer); this.game.physics.arcade.enable(this.player); this.playerContainer.body.collideWorldBounds = true; this.player.anchor.setTo(0.5); this.frontArm.anchor.setTo(0.4866, 0.2925); this.backArm.anchor.setTo(0.4866, 0.2925); },
  7. I've been working on Impossible Snake 2 for a while now and at this point I feel it's finished. You can play a 9 level preview demo in the link below. Impossible Snake 2 demo It is the sequel to Impossible Snake and it's a one-button snake game. You control the snake with only a single tap to change its direction, each time you tap the snake will toggle between turning clockwise and counter-clockwise. So in a way the controls are similar to Flappy Bird. Eat all apples to open the exit, go through the exit to complete the level. There are bonus coins in difficult to reach spots to add an extra challenge. There are some new features compared to the first Impossible Snake: Go through the exit to complete a level Collect bonus coins for an extra challenge Moving spark enemies, avoid them or you'll get electrocuted Laser beams, some can be switched on and off 27 levels + 9 bonus levels 3 different background themes Some sound & graphics tweaks Btw looking back I don't know why I didn't include screen shake in the previous game, as it's simply built into Phaser. It was just adding one line of code but it gives that much more *oomph* when you hit a wall. 😆 Anyway let me know what you think of the game.
  8. lunafromthemoon

    Visual Novel Engine RenJS

    Hi! I'm a developer from Argentina and I just released a visual novel engine based on Phaser and inspired by Ren'Py, called RenJS. The stories are written in yaml on a list of actions, and then interpreted and executed with Javascript and Phaser. It's easy to use by non programmers and it's super easy to extend and modify for anyone that knows a bit of phaser. I invite you to check the tutorial game I made with the engine itself in https://lunafromthemoon.itch.io/renjs, you can also get the code from https://gitlab.com/lunafromthemoon/RenJSTutorial, download it, play it locally and grab the files to make your own visual novels. There's no official documentation of it yet, but I'm working on it. I hope to get some feedback from you all, thank you!
  9. Hi All I've been working on a top down endless runner , where the player jumps from one platform to another and should not leave the screen. How to make a platform move horizontally I'm spawning platforms and adding x and y velocity its working but is it a right of doing it ? if not how to make it look better this.initX = this.x; this.body.velocity.y = -200; platform.prototype.update = function () { if (this.moving) { if (this.x > (this.initX + this.width)) { this.speed = -200; } if (this.x < (this.initX)) { this.speed = 200; } this.body.velocity.x = this.speed; }
  10. I'm currently working on a project myself. Basically as a hobby. Yet I feel it might have potential someday. Therefor I'm willing to invest in myself and this game by hiring help. The goal is to help and guide me. Not to make the game. Obviously I might be helpful if you can provide snippets or classes when I'm really struggling I guess the skills needed are; Phaser 3 TypeScript webpack something about nodejs; express / socket.io I can pay in various ways. Either just cash (transfer, paypal whatever) or help and guidance in things I'm actually good at; (PHP, hosting, devops).
  11. Hello, Just a quick question. I want to kill any emitter particles that overlap with a sprite. I've tried: if(this.game.physics.arcade.overlap(this.emitter, this.sprite)) { this.emitter.removeChildAt(0); //and this.emitter.removeChild(); }
  12. Impossible Snake is a game I've been working on (see posts here and here) and it's now available on the Android playstore. Impossible Snake on Coolmath Games: http://www.coolmath-games.com/0-impossible-snake Impossible Snake on Android Store: https://play.google.com/store/apps/details?id=com.bdrgames.impossiblesnake.ads Impossible Snake on kongregate - http://www.kongregate.com/games/BdRGames/impossible-snake Impossible Snake on newgrounds - http://www.newgrounds.com/portal/view/698543 It is a one-button game, meaning that you control the snake with only single taps on the screen. Every time you tap the snake will toggle between turning clockwise and counter-clockwise. Eat all apples to complete a level, the last three levels are almost impossible.. almost. There is also a VS multiplayer mode, where 2 players can compete on the same device. Player one taps on the top half and player two taps on the bottom half to control their snake. Eat the most apples to win.
  13. ArcadixInfotech

    box2d collision filtering with phaser

    Hello, Can anybody please tell me how box2d collision filtering works in JavaScript(box2dweb). I need balls to collide with player but not with other balls. There are example out there but they are in c++ or other language. I am newbie in gaming hence a silly question. Thanks.
  14. Vvalent

    [Phaser] HADRON

    You are the Large Hadron Collider, but are you the best Hadron Collider? --- This is my first complete game. It's far from perfect, but I put a good deal of work into it so I hope you guys enjoy it. Any comments or impressions are welcome. Play it here on Desktop or Mobile (recommended): https://ametrine.itch.io/hadron Details: Stack: JS (ES6) + Webpack + Babel Built with Phaser 2 (started development before v3 release) Source repo: https://github.com/JHAvrick/hadron
  15. ArcadixInfotech

    Texture in box2d rope/distance joint

    Hello, Is it possible to give a texture to box2d's rope or distance joint. I can see the joints in draw debug mode, but need something like an actual rope texture. Thanks
  16. I'm trying to create a pie chart with Phaser, using `graphics` to draw each slice of the pie (`graphics.arc(...)`). The problem is that when it renders I get (what I think) an unexpected result. I basically want to draw 3 slices the same size, the code I use looks something like this: function degToRad(degrees) { return (degrees * Math.PI)/180; } var total = 3; var width = 300; for (var i = 0; i < total; i++) { var radius = Math.floor(width / 2); var deg = 360 / total; var start = degToRad(i * deg); var end = degToRad((i + 1) * deg); graphics = game.add.graphics() graphics.beginFill(0xFF0000) graphics.lineStyle(2, 0x000000) graphics.moveTo(0, 0); graphics.arc(0, 0, radius, start, end, false); graphics.endFill() } I've created 3 fiddles to show the difference between a canvas, pixi and phaser based examples, each of them using the same process to draw the slices: canvas: https://jsfiddle.net/oL414v9t/1/ pixi: http://jsfiddle.net/ngma7snq/59/ phaser: https://jsfiddle.net/1ck39fos/1/ Does anyone know why this happens and how can I achieve what I want?
  17. I was trying with Phaser where i saw that this gets some kind of blurred when moving (ingame) Testet it in Canvas & WebGL both had the same result then i tried it to setting `pixelArt` to false in the gameconfig and when i tried it then, it worked smooth, but it seemd that it had activated some kind of antialiasing so it got washed-out but the moving was smooth Phaser 3.8 (Original) Tileset tiles 16x16 (no spaceing / margin) (Extruded) Tileset tiles 16x15 (1px margin / 2px spaceing) Map made with Tiled Vivaldi & Chrome & Windows Edge Tileset Extruder: https://github.com/sporadic-labs/tile-extruder Code Example / Project: https://github.com/hasezoey/phaser-tiled-test Original Question: https://github.com/photonstorm/phaser/issues/3685 (moved to here)
  18. Hi there. Does anyone had a pleasure to build a Facebook Instant Game? I've spent two days trying to scale my Phaser game in the Facebook for Android. Currently scaling works nicely on desktop, in a responsive viewport of the dev console, in the mobile Chrome -- namely everywhere, except the Facebook app. Seems like it just ignores my settings, sprites are displayed at full width, despite the canvas (and game) dimensions are correct. Here are my init and boot scripts, the scaling logic is copypasted from a random gist: // init code FBInstant.initializeAsync().then(function() { FBInstant.setLoadingProgress(50); FBInstant.setLoadingProgress(100); FBInstant.startGameAsync().then(function() { /** Config part */ var FIXED_SIZE = 720; var FIXED_MEASURE = 'Width'; /** Name mapping */ var fixedName = FIXED_MEASURE; var resName = fixedName === 'Height' ? 'Width' : 'Height'; var FIXED_NAME = fixedName.toUpperCase(); var RES_NAME = resName.toUpperCase(); /** Measures of document */ var documentElement = document.documentElement; var documentFixed = window['inner' + fixedName]; var documentRes = window['inner' + resName]; var ratio = documentRes / documentFixed; /** Canvas measures */ var canvasFixed = FIXED_SIZE; var canvasRes = FIXED_SIZE * ratio; var screen = {}; screen['CANVAS_' + FIXED_NAME] = canvasFixed; screen['CANVAS_' + RES_NAME] = canvasRes; console.log(screen.CANVAS_WIDTH); console.log(screen.CANVAS_HEIGHT); game = new Phaser.Game(screen.CANVAS_WIDTH, screen.CANVAS_HEIGHT, Phaser.CANVAS); game.state.add('Boot', Boot); game.state.add('Preload', Preload); game.state.add('GameTitle', GameTitle); game.state.add('Main', Main); game.state.add('GameOver', GameOver); //Start the first state game.state.start('Boot'); }); }); // boot code var Boot = function(game) {}; Boot.prototype = { preload: function() { }, create: function() { this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.game.scale.refresh(); this.game.state.start("Preload"); } } Would appreciate any help!
  19. We are buying a couple of HTML 5 Phaser (preferably Phaser 3) games. It could be of any categories and being Mobile Friendly is a must. If you are interested, plz drop a line and I will contact. Thanks, Yan
  20. Hi guys, We developed a game last year with phaser 2.3.0 and webgl, it worked fine on computer browsers and mobile devices. But since the last update of chrome for android (v53.0.2785.97), the screen is flickering until it becomes totally black, without any error or warning. The issue is present on mobile only, it worked on chrome for android v52, but not v53. We tried to upgrade to phaser 2.6.2, same issue on chrome for android v53. If we use Phaser.CANVAS instead of webgl, it works fine, but we prefer using webgl for performances. Does anyone encounter the same problem? Thanks for your help. Joe K.
  21. Hey everyone, I want to add different buttons with 2 different clickevents. If I add one button it works, if I add another one it doesn't. The Images and sounds are in my Preloader file and i tested them, so they work and aren't the problem. Any Solutions? Thank you! Game.Level0_5 = function(){}; var frido; var back; Game.Level0_5.prototype = { create:function(game){ back = this.add.sprite(game.world.centerX, game.world.centerY, 'hauptkirche'); back.scale.setTo(1.335,1); back.anchor.setTo(0.75, 0.5); frido = this.add.sprite(game.world.centerX, game.world.centerY, 'frido2'); frido.scale.setTo(0.5,0.5); frido.anchor.setTo(2.0, 0.67); this.createButton(game, " Das ist die Hauptkirche.\n \n Die Hauptkirche wurde 1085 erbaut.\n Bis zur Reformation war sie katholisch \n und wurde danach \n im Jahr 1560 evangelisch. \n Im Dreißigjährigen Krieg (1618-1648) \n wurde die Kirche zerstört \n und musste neu gebaut werden. \n \n Frage: \n Wann wurde die Hauptkirche zerstört? ", game.world.centerX +266, game.world.centerY + 155, 268, 900.0,); var button = game.add.button( game.world.centerX+265, game.world.centerY+45, 'aki', function() { this.game.sound.play('correctanswer'); this.state.start('Level1'); }, this, 0, 1, 2, 3); button.anchor.x = .5; button.anchor.y = .5; button.input.useHandCursor = true; }, var btn = game.add.button( game.world.centerX+200, game.world.centerY+60, 'bki', function() { this.game.sound.play('correctanswer'); this.state.start('Level1'); }, this, 0, 1, 2, 3); btn.anchor.x = .5; btn.anchor.y = .5; btn.input.useHandCursor = true; }, update: function(){ }, createButton:function(game, string, x, y, w, h, callback) { var button1 = game.add.button(x, y, 'button1', callback, this, 2, 1, 0); button1.anchor.setTo(0.5, 0.6); button1.width = w; button1.height = h; var txt = game.add.text(button1.x, button1.y, string, { font: 'bold 14px palatino linotype', fill: '#0000000', align:'center', wordWrap: true, wordWrapWidth: 600 }); txt.anchor.setTo(0.5, 1.5); } };
  22. The Issue Text object is getting cut-off / cropped at the top and sometimes on the bottom, when using a custom font with a narrow width. (screenshot attached) The fonts in question work correctly in every other environment, and even work with HTML canvas and the regular getContext method of adding text. So i'm fairly positive the issue is isolated to Phaser using HTML canvas. Possible Cause I think issue is most likely happening due to the way Phaser/PIXI calculates the height of text from the width of letters. Possibly using the width of the widest letter and assuming the height? I tried to work out what the source code is doing. Current Workaround The only workaround i've found is rebuilding the font and adding a wide margin to each letter (so the letter boundaries are more 'square'), then in Phaser splitting a Text object into individual Text objects for letters and calculating their position based on letter width, and manually subtracting a value to change the letter spacing. But even splitting and repositioning doesn't work that well (with any font, not just thin fonts) i have to calculate separate margins for even thinner letters like 'I', 'i', or 'l', or wide letters like 'm' and 'w'. I would rather not use BitmapText as i need to use different font sizes. Solutions Has anybody else encountered this issue? Found a solution or a better work-around? Thanks.
  23. We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top. The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance. You can play now at https://exocraft.io, and any feedback is greatly appreciated!
  24. So i'm trying to switch scenes when a tween is complete, however i get the titular error 'Cannot read property 'start' of undefined' , and i don't know why this is... Here's the code: class StartScreen extends Phaser.Scene{ constructor(){ super({key: "StartScreen"}); } preload() { this.load.image('Logo', 'assets/Logo.png'); this.load.spritesheet('background', 'assets/backs.png' , { frameWidth: 480, frameHeight: 320 }); } create() { this.anims.create({ key: 'stars', frames: this.anims.generateFrameNames('background', { start: 0, end: 127 }), repeat: -1 }); this.add.sprite(1024/2 , 400, 'background').play('stars', true).setScale(2.5); this.logo = this.add.image(1024/2 , 300, 'Logo').setScale(2); this.text = this.add.text(320, 450, 'Push Enter', { font: '50px NES', fill: '#FFF'}); this.enter = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER); } update(){ if(this.enter.isDown){ this.text.destroy(); this.enter = ''; this.tweens.add({ targets: this.logo, y: 150, duration: 2000, onComplete: this.onCompleteHandler }); } } onCompleteHandler(){ this.scene.start('MainMenu'); } } class MainMenu extends Phaser.Scene{ constructor(){ super({key: "MainMenu"}); } preload() { this.load.image('Logo', 'assets/Logo.png'); this.load.spritesheet('background', 'assets/backs.png' , { frameWidth: 480, frameHeight: 320 }); this.anims.create({ key: 'stars', frames: this.anims.generateFrameNames('background', { start: 0, end: 127 }), repeat: -1 }); this.add.sprite(1024/2 , 400, 'background').play('stars', true).setScale(2.5); this.add.image(150 , 300, 'Logo').setScale(2); } create() { } }
  25. dontHaveName

    disableVisibilityChange in Phaser 3

    Hi, what's an equivalent of stage.disableVisibilityChange in Phaser 3? I don't want to stop all tweens after I switch between tabs.