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Found 277 results

  1. plugin

    Hello everyone! I thought I'd share something I've been working on for the past few weeks. A plugin for Phaser that provides collision handling for sloped tiles and half tiles, similar to Ninja Physics but somewhat more concisely. Check it out on GitHub, give it a whirl, let me know what you think! Github: Demo: It's still early days for this project, as I've only just released v0.1.0-alpha today, but I look forward to continuing fleshing it out. Why did I make this? I've been intending to make a 2D platformer with Phaser for ages, and I knew I wanted it to have sloped tiles to allow for a liberating way to traverse the Y axis, but I couldn't find anything that worked the way I want it to. I experimented with Ninja Physics, but it's deprecated and its limitations left me wanting. I tried P2, but it was too much in terms of physics for me, and I didn't want to tame a beast like that. I started searching these forums to see if anyone had managed to get sloped tiles working in Phaser, with some success, but not completely. The solutions wouldn't allow for completely free tile placement, and they just stuck physics bodies to the slopes and left it at that. So, with a somewhat limited understanding of the maths I'd need to learn to achieve what I wanted, I started reading tutorials about the Separating Axis Theorem (SAT), particularly the ones from Metanet and one I found magically through a Google search. After experimenting with SAT.js in Phaser, I decided that I could totally pull off my own plugin to solve this the way I wanted it to be. With lots of learning, but with a clear vision of how I wanted the plugin to work, this is what I've managed! I have lots more features planned, as you can see in the roadmap, but for now I'm just glad I've built something that can be plugged straight into any Arcade Physics project that just works. Screenshots
  2. I want to be able to destroy the bullet by collision, but if i use weapon.bullets.destroy();, all the bullets will destroy and the weapon will not work/fire() anymore. Like this: weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; //weapon.bulletKillType = //Kill the bullet when collision happens; or //weapon.remove(bullet); like in groups
  3. Ever wonder what would happen if your gamepad's buttons came to life? Join square in his adventures, save Hexagon and Trapezoid from the hands of Evil Pen! Bad Pad is platformer game mixed with a little arcading, shooting, puzzle solving and metroidvania elements, that being said it is still a platformer, so expect a lot of jumping and fair amount of dying along the way. Bad Pad is available for Early Access on Steam now! Devblog, free demo, media kit and more can be found here.
  4. Hello all! I was trying to trim the collision size of one tile in Tiled, but then in Phaser the body of that tile it's the same. Does anyone know if is it possible to use Arcade Physics from phaser to get the trimmed collision size of the grid? I am waiting for your response. Thank you so much tilemapAux.json tilemapAux.tmx
  5. So here's the deal. I'm making an online multiplayer action game, currently using Phaser for the client (mainly for rendering and input), and I've hacked Phaser onto my Node.js server as well (, so I can use the Arcade physics system to manage the interactions of player's entities with other entities in the game world. I get that some people puke at this idea, but it works, mostly. The server entities use sprites with no texture, just so I can give them a physics body to use for collision/intersection checking, but I'm having some alignment issues related to how bodies relate to the scales and anchors of their respective sprites, and have been thinking that I probably should be using a proper system where physics bodies aren't tied to sprites (display objects). What good alternative, standalone JS physics engines are there that offer similar features to Arcade that I can use on my server? Arcade seems ideal for what I'm doing, but lugging around the rest of Phaser with it without using it is just silly. The game only requires simple rectangle AND circle body support. No complex polygons or shape rotating, and needs to be fast, as there may be many entities that could interact with each other at any time. I've thought about doing this myself, but want to save some time if I can.
  6. How to detect the object from group when collided to player in p2. like: Arcade child from group ex:
  7. Hi I'm writing a endless runner with typescript+phaser. I haven't made much progress yet, right now it only generates an infinite platform and has a running player that can jump. Now its the jumping I'm having issues with... when the game starts, the bottom of the player (which is its Y anchor) is at 400, which is the top of the platform. The player runs along fine and has no issues what so ever till I jump. Once the player lands after jumping, it starts jumping up and down (a little bit, only noticeable by looking at its Y through console.log), and the collision bool (from game.physics.arcade.collide) starts to switch between true and false every frame. Also, after landing a jump the players Y is a little bit under the platform top. Here is the code: /// <reference path="defs/phaser.d.ts" /> class Game { game: Phaser.Game; player: Phaser.Sprite; platform: Phaser.Group; constructor() { = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: this.preload, create: this.create, update: this.update }) } preload() {'player', '/assets/player.png', '/assets/player.json');'grass_left', '/assets/grass_left.png');'grass_middle', '/assets/grass_middle.png');'grass_right', '/assets/grass_right.png'); } create() {; // Create player this.player =, 400, 'player'); this.player.anchor.set(0.5, 1); this.player.animations.add('jump', [3]); this.player.animations.add('walk', [5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]);'walk', 20, true);; this.player.body.gravity.y = 400; this.player.body.bounce.y = 0; this.player.body.velocity.x = 200; // Create platform this.platform =; this.platform.enableBody = true; var block = this.platform.create(0, 400, 'grass_left'); block.body.immovable = true; for(var i = 0; i < 10; i++) { block = this.platform.create((i + 1) * 70, 400, 'grass_middle'); block.body.immovable = true; }, 0, 999999999999999999, 600); } update() { if(this.platform.right < + 800) { var block = this.platform.create(this.platform.right, 400, 'grass_middle'); block.body.immovable = true; } console.log(this.player.y); var onPlatform =, this.platform); if(!onPlatform) {'jump', 20, true); } else {'walk', 20, true); } // Input var cursors =; // Jump if(onPlatform && cursors.up.isDown && this.player.body.touching.down) { this.player.body.velocity.y = -450; } = this.player.x - 200; } } window.onload = () => { var game = new Game(); } Here is some values each frame after landing a jump: Frame 1 Player Y: 397 Collision with platform: false Frame 2 Player Y: 397.1111111111111 Collision with platform: true Frame 3 Player Y: 397 Collision with platform: false Frame 4 Player Y: 397.1111111111111 Collision with platform: true Hopefully you can help me, I've been bashing my head on it for hours now, and its starting to hurt! Thanks in advance
  8. Hello, I'm working on a simple tile game using the Phaser framework (new to Phaser), but unfortunately I've stumbled upon a "bug" when using the Arcade collision method. I want all the tiles to stack on top of each other, but the tiles on top always go through the tiles below them. I've tried to come up with a solution, but I'm really stuck. I hope someone can help me. I've put my script on codepen, so you can test it there and see what I mean :
  9. Bad Run, is platformer runner and was created as a part of the Bad Pad saga, to expand the world, characters and story and for some extra fun, Bad Pad is my upcoming PC/Consoles platformer game. "Join Square's epic adventure and fight the infamous Evil Pen.Run, jump, dive, fly and shot your way through, but most importantly take Evil Pen down! It's up to you, are you ready?" Features: - Campaign mode including 4 episodes, 40 levels, missions and battles. - Endless mode, master your skills, collect coins and upgrade your character and buy new items. - Daily rewards and achievements. - Bad Pad comics, finish an episode to reveal more slides. - Original guitar driven music by Avishay Mizrav. - Supports Landscape and Portrait views. Bad Run can be download in Google Play for free, If you have any suggestions or questions feel free to ask here or send us an email, have fun!
  10. Hey guys! I'm having another issue with my endless runner and arcade physics bodies. This time bodies seem to flicker for a frame after I have call kill/reset on their sprites. Basically I have three chunks which are laid out and scrolled on screen one other the other. Once a chunk has scrolled off the opposite side of the screen, the layout is reshuffled and it is positioned behind the previous chunks so it can scroll back on screen. Before reshuffling the layout, I forEachAlive -> member.kill(). This is because it's possible that no every child of the chunk will be used in the new layout, so I want to pool them. When I generate the new layout, I reset(x, y) the child. This seems to cause the body of the child to flicker on screen despite the chunk being off screen. I wrote an example and attached it to help demonstrate the issue I am having.
  11. Hi, guys. Try my new game Play on Scirra Arcade: Download for Android: Download for IOS: Description The Mannequin Head - Jumping Challenge Game is realy hot new challenge! Come Join To Play! The Mannequin Head - Jumping Challenge is taking over the world! Play Now! Features: - 10 characters - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to jump - Don't touch on horizontal platform - Collect diamonds to unlock new characters Follow Us: — — — — — — More Games: —
  12. I was trying to bring the sprite after the player, I don't want to use bringToTop function because it will bring on the top instead of just bringing it after the player. Example: the bottle is before the player, when the player get the bottle, it will get after like: sprite.getAfter(player); and when the player drop it, the bottle will back to its original position sorry for my english and thanks in advance!
  13. I'm having a problem here, I have a big tilemap and the light/sun doesn't follow my pointer/cursor when it reached the game's width, also I have same problem in shadows, and I also want to make the shadow of the player small, like a size of the player. Thanks in advance .
  14. Hey guys! I'm making an endless runner and I'm running into a weird issue with Arcade physics. Because my game is an endless running, I'm anchoring my player on the screen and moving the objects towards the player instead of using the camera. My issue is that I get collision events however none of the body.blocked booleans are being set, so I know a collision happens, but I don't know which side it happens on (up, down, or left). I'm checking for collision like such:, this.chunks[0], levelHandler, null, ctx);, this.chunks[1], levelHandler, null, ctx);, this.chunks[2], levelHandler, null, ctx); Basically, what I'm doing is I spawn three chunks (or segments) of objects and position them one screen length apart from each other. I then scroll each group on screen towards the player. When a chunk is scrolled off the opposite side of the screen, I reposition it back behind the last chunk in the list so it can be scrolled back on towards the player. My 'levelHandler' is being called properly, and it's giving my the object that the player collided with. Again, my issue is the object.body.blocked booleans aren't being set, so I don't know whether the player hit the left side, top, or bottom of the object. Would this be because I'm not moving the objects by applying a velocity to the object's body? I'm moving the parent group of the objects so I don't have to iterate through all my objects to do that. Is there another way to get the information I want? Or am I going to have to write my own detection to get which side was hit after the collision happened?
  15. How to create a simple tree in top down game in a single tree sprite. I want the leaves of the tree blocks the player and the player blocks the trunk of the tree. I try to use group sort to ascending but the player will appear in a wrong part of the tree not in the trunk.
  16. Hi, guys. Try my new game! Simply flip the bottle into the air and score points by falling between the tables! Compete with players around the world! Play Online: Download for IOS: Download for Android: Features: - 10 bottles - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to Flip - Don't touch on tables - Collect diamonds to unlock new bottles Follow Us: — — — — — — More Games: —
  17. Hi, guys Try my new game! Play Online: Play FREE IOS: Play FREE Android: Description Retro Speed 2 - Hot Roads And Crazy Racing Zone is an endless arcade racing. Drive your car on the road with a fast traffic. Collect coins and buy new cars. Your task is to become the fastest driver - a leader in the global race for the first place world ranking. Go for victory! Features: - 5 different locations - 15 cars, there is a lot to choose from;) - Beautiful 2D graphics - Convenient control - Online leaderboards - 19 achievements Gameplay: - Your car is constantly increasing speed - Touch the left half of the screen to move the car to the left - Touch the right half of the screen to move the car to the right - Collect points overtaking other cars on the road - Collect coins to the orange car for that would buy new cars
  18. This is a little game about ships; it is quite simple, but I would certainly welcome any feedback, particularly about the difficulty and progression (or lack thereof?). Here it is!
  19. Hi, I'd like to showcase my latest HTML5 Game (based on Dr. Mario) : Demon Drop [ Play Demon Drop ] Game is available for exclusive or non-exclusive licensing!
  20. phaser

    I want to use this example to fix my game: but how can I achieve this with tilemap and sprite. Is it possible or do I need to change the tables to sprite. (The tables there are made from tilemap) Problem:
  21. I am creating a platformer game where the player can attack enemies. I am currently using arcade physics, but would be willing to switch physics engines if need be. I would like to create hitboxes for my attacks that are separate from my player's hitbox (the player's sprite.body). The following gif (taken from Super Smash Bros: Melee) shows what I am trying to achieve. In this image, Jigglypuff is performing an upwards attack. The yellow hitboxes (surrounding Jigglypuff's body), are Jigglypuff's hitbox. If any of these intersect with a hitbox from an enemy's attack, Jigglypuff will be hurt by that enemy's attack. The red oval(s) is the hitbox of Jigglypuff's attack. If it intersects with an enemy's body hitbox, they will be hit by her attack. (note: the yellow hitboxes are always on Jigglypuff's body. The red hitbox only appears briefly during this attack) I have been able to make do so far with a single hitbox that changes during an attack by using: sprite.body.setSize()However, then I have to make the player invincible during attacks (so he doesn't take damage when his attack collides with an enemy). This strategy also causes problems when colliding with terrain. Another important part about creating separate hitboxes would be creating multiple hitboxes for a single attack. Each hitbox could store information like damage dealt, knockback amount, knockback direction, etc. This would allow attacks to perform differently depending on which part connects with an enemy. For example, if a player did a sword swing, one hitbox could be on the sword hilt, and only do small damage and knockback, while another hitbox could be on the sword blade, and have higher damage and knockback. This image shows another character performing an attack with separate hitboxes for the hilt and blade area of his sword as described above: I have seen some similar questions, and the obvious solution (having multiple physics bodies for one sprite) seems out of the question. Having seen a description of what I am trying to achieve, can anyone shed light on a way I could implement this? Create a group of empty sprites and use their bodies as the hitboxes? Thank you in advance.
  22. Loon Ride is now available on Google Play, and in your browser! Check out our website at to learn more! Our very first tutorial on Phaser is available here for beginners. Loon Ride is an arcade game that requires navigating a balloon to avoid and collide with obstacles in the air. The objective is to travel as far as possible. Obstacles include cacti, which pop your balloon, and clouds, which protect you from cacti. Play a variety of unique levels, or get a new high score on endless mode. Latest update information: New levels, new buttons, and bug fixes! Technical details: Phaser, Cordova, and Crosswalk were used to create the app
  23. Hello. I have created a group that contains many circle sprites. I also activated collision within the elements of this group -> "game.physics.arcade.collide(the_group"; However I am not getting the desired effect. What I wanted is to be able to pile the sprites on top of each other. I mean if they were to be on top of each other they would just not fall but just get piled on top of each other. I am not being able to do this since the sprites knockback a little when they collide. How should I do this? I think I shouldn't set their immovable property to true otherwise physics will get messed up. I bassicaly want to avoid overlap.
  24. So, I'd like to do something like this: there are some boxes in the arcade game level. The main character can push them and move them around the level. Basically, when he collide with a box then the box is pushed by the main character. To experiment this, I am modifying this introductory Phaser game: What I am trying to make is this: at first the stars are not moving; when the player collides a star, then it is pushed by him. To do this, I modified the collectStar (player, star) as following: function collectStar (player, star) { + sign(player.body.velocity.x)*player.body.halfWidth;}This solution does not work (stars are not moving at all) and I do not like it, since the star (i guess) will witch from one side of the player to another one as the player changes direction. So, how can I let an object be pushed by a player?
  25. Hey All, We are a little late posting to this forum and I hope this is an appropriate section to place our post in. We have a Shoot-em-up Game Jam (of sorts) running all the way through 2015, in monthly installments, called.. #ShmupJam. So the basic idea is anyone with the skills to make a shmup, or a first time game in this genre, can participate in the monthly jam. Each month the era moves forwards in time. **updated 7th May 2015** We’ve added compilation images for waves 1-4! Wave 05 is ACTIVE! - Wave 04 Games – Wave 03 Games – Wave 02 Games – Wave 01 Games – The rules are fairly open.. it's not really a competition, just for fun. The theory was that starting with some of the earliest games would ease us (in terms of technical demands) into the Jam, and each month we would have more and more of a framework and some experience to work with. Create something retro looking, modernize a classic.. perhaps simplicity could be the key to getting in a quick submission. You don't have to submit a full game, prototypes, visualizations or simple tech demo's are perfectly acceptable. Each jam runs for a whole month, and if you miss the deadline you could still get away submitting it to the next one. You might also check out our Shmup community over on deviant art the Shmuproom, which has all kinds of inspiration on it too. So.. if you are interested, please feel free to join in. You can leave comments on this thread (let us know which framework you using) or if you can get your games onto GameJolt even better. Thanks all, -kb