Search the Community

Showing results for tags 'arcade'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda.js
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 315 results

  1. Hello there. I am dealing for a long time with this issue. I am making an endless runner where platforms are made from small chunks (each 32x32 square). Character should fall down, not stop on the wall. This also happens when chunks don't have any velocity, until I add if( this.body.touching.right ) { this.body.velocity.x = 0; this.body.acceleration.x = 0; } to the player sprite. When I don't apply velocity to the chunks but instead say this.left -= 10 on chunk group in update the things are get more weird I guess that has to do something with chunks, am I doing this in wrong way? Each platform is a group, to which I add those chunks export default class Platform extends Phaser.Group { constructor(game, _) { super(game); const defaults = { startX: 0, startY: game.height - 64, width: game.width * .3, tileLevel: 1, tileFrame: 8, }; this.state = { extended: false }; _ = Object.assign({}, defaults, _); this.physicsBodyType = Phaser.Physics.ARCADE; this.enableBody = true; // Y axis for(let y = _.startY; y <= game.height +; y += { // X axis _.tileLevel === 1 ? _.tileFrame = 8 : _.tileFrame = 1; for( let x = 0; x < _.width; x += ) { this.create(x + _.startX, y, 'tileset', _.tileFrame); } _.tileLevel++; } const BODY_OFFSET = 4; this.forEach((child) => { child.body.immovable = true; child.body.allowGravity = false; child.body.offset.y = BODY_OFFSET; child.body.friction.set(0); child.body.velocity.x = -10; }, this); } update() { // Spawn another platform if ((this.left <= && (!this.state.extended)) { this.state.extended = true;; } // Destroy when off bounds if(this.right < 0) { this.destroy(); } } } Best regards.
  2. Hi. I am indie dev and want present my game to you. This is simple arcade on Halloween theme. Please carefully read ingame tutorial before play. See HTML5 version at Download at Google Play Game done with DefoldEngine, other used software: Krita, Shoebox, Audacity. Also present builds for win, linux, android. Supported language: eng, ru, de, fr. More games come in 2 month. Thanks! Have a nice day.
  3. Hello, I am using Arcade Physics to do a very simple test. But I could not figure out what goes wrong. I have a player, a ground, a ledge, and a block. Everything is enabled with Arcade Physics. The player can move horizontally and "push" the block down the ledge. Its good. But when the player "jump on" the block, the block will "go through" the edge and fall down to the ground. Its not what I want. When the block is on the ground, and the player "jump on" the block. It will also "go through" the ground. Its not what I want. The block should be "on the ground", and should NOT "go through the ground". My English is poor, please see the following videos for what I mean. When turn on game.debug.body(), it looks like this The code is very simple. player: this.player = game.add.sprite(x, y, 'dude'); game.physics.arcade.enable(this.player); this.player.body.gravity.y = 2000; this.player.body.collideWorldBounds = true; Ground and ledge: this.platforms =; this.platforms.enableBody = true; let ground = this.platforms.create(0, - 24, 'ground'); ground.body.immovable = true; ground = this.platforms.create(400, - 24, 'ground'); ground.body.immovable = true; ground = this.platforms.create(-100, 350, 'ground'); ground.body.immovable = true; Block this.block = game.add.sprite(270, 100, 'ground'); game.physics.arcade.enable(this.block); this.block.body.gravity.y = 2000; Update() game.physics.arcade.collide(this.block, this.platforms); game.physics.arcade.collide(this.block, this.player); game.physics.arcade.collide(this.player, this.platforms); Please tell me what I did wrong. Thanks you very much.
  4. Shoot the arrow to the center of the target. More closer you hit, more scores you get. Each time you hit right to the middle of the target balloon board, you may get a 2 bonus arrows. Download Android : Game made using with bow and arrow. bird is spritesheet for flying and there is 5 ways of birds to fly using random time duration...and when arrow hit the bird destroy partical effects. it store high score and display users
  5. 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
  6. Hello! I'm selling my new HTML5 game "Neon Snake" - It was never published before. It has 30 levels and takes at least 40-60 min to win all af them. And it also has endless mode, where players can make high scores. Contact me if you are interested. Best regards.
  7. Spiky. The bird running left to right trying to avoid spikes on the sides. There is candies you will catch. The aim is to beat the high score. The "thing" of the Spiky game is you having random abilities and features for every game round. As such. 1) The Hart. One spare life. 2) Surprize box. Exists 8 seconds on the field. It has 3 to 5 candy points. 3) Double candies on field 4) Triple candies on field 5) Magnet. To attract nearby candies. Also this features can be combined. Two or three at the same time. At the start of the game you are presented with square board of 9 random features (harts, boxes..). Spin the wheel and get random feature or two, three of them. Every spin costs 5 candies, so you have reason to catch more of them. PS. If you want to buy sitelock or sponsor this game. This email [email protected]
  8. Hi, i'm curenttly working on a multiplayer game build with Phaser 2.6.x, and for like 2 weeks i'm strugaling to initialize on node.js only the Phaser Arcade Physics, but i can't find how. Anybody ever tried to run Arcade Physics by his own ?
  9. HTML5 GAMES SUPER BUNDLE №1 (CAPX) – a suite of 50 beautiful games, with excellent graphics and great sounds! All 50 games in bundle, all the sources included, HTML5 projects, Construct 2 projects, graphics, sounds and much more! Super price – 65% OFF!!! PC controls: Keyboard, Mouse. Touch Control works on all browsers and all mobile devices! Made in Construct 2. Enjoy the games! You can see what's included and download this #MEGA bundle at:
  11. Hey there! Catacomb Chaos is an endless action arcade game where you try to survive against unrelenting waves of skeletons. You can loot gold and purchase potions for your next life. Let me know what you think! Play here: I learned some neat stuff making this. Engine design, ECS, and steering behaviors are some of the cooler things I experimented with for the making of this game.
  12. Hi, I have an arcade game in development. The game isn't hosted online anywhere just now but it will be on completion at my arcade Here's a few screens. You can also see a video of the game running on YouTube: The game is written using vanilla JS. It's a cool project as it's involved creating a level editor that outputs a ton of JSON. The data is stored in a MySQL database and I wrote a web front end for dragging and dropping the entities into place. Each entity (sprite) has a load of parameters which really warranted the level editor as manipulating data in a text file is a pain! The resolution of the game is 640 x 960 but scales to the device using CSS vh and vw. The artwork is drawn in Photoshop to 320 x 480 and scaled using nearest neighbour on export to present the retro pixelated effect at 200%. Hope you guys like the look of it. It'll be done end of June.
  13. Hello there! I'm Zombie Derby arcade racing game series developer, and I'm gonna make you an offer you can't refuse. 3D side-scrolling shoot-em-up, ZD and ZD2 have multiple modes of play including an endless survival mode and a random races. There’s plenty of destructible environmental elements as well that are guaranteed to help you let off steam after a long day. Not just strategy or advanced gameplay here: but also raw, bloody fun. Here are the links to give you an idea about my games: Both of games are optimized for WebGL: Zombie Derby 1 (WebGL): no public link. Zombie Derby 2 (WebGL): And I'm ready to bring my games to you adjusting them as quick as you'd like them on non-exclusive license for advanced fixed payment. Contact Us: Contact form:
  14. I am trying to make a simple game where you are a ball and have to avoid objects. My code is available here: My problem is in line 69: I try to make collission between the player (sprite) and one of the enemies (enemy), but it doesn't work. Anyone can figure out how to make collission between enemy and sprite/player? Thank you so much
  15. Hi All! I'm a single indie game developer who has released games on steam, android,, gamejolt and kongregate etc. Though I felt like I hit a problem when it came to monetizing web games. I found with mobile games, advertising was the best way to earn. So of coarse earning from ad's with your small HTML5 games should be the best way to earn from web games but sites like kongregate only give you on average 25% of ad earnings. While even though I personally love for selling games, you can only earn from donations when it comes to web games. Leaving you with the only option of hosting the games yourself, which means you are alone in driving traffic to your games. So I set out to not only design a platform that allows developers to earn from ad's ( ad's). A platform which is easy to use, quick to sign up and allows you to instantly publish your games online. A platform which is 100% mobile friendly allowing players to play your games on far more devices. Best of all, you will earn 100% from your game's players. The play arcade is completely free and allows you to get your game online and start earning within minutes. It is the simplest and quickest way to start earning from your games with ad's. No need for API's, it's all built into the site. Also I want to make the point that I do not earn anything from the site currently, I built the platform originally for my own game's and because this was something that I wanted from a web based platform. I will also never charge for this service or forcefully take a percentage of your ad earnings in the future. The site is still being developed but is fully functional with some pretty cool features too, like: Embed your games easily on any site and still earn from every player Allow your players to give you donations through paypal Allow your players to subscribe to your patreon Turn off ad's at any time and turn them on again... Even choose the frequency your ad is displayed People can review your games Publish your games to the site instantly Keep your game private when testing The site is growing everyday and I hope you decide to take a look. Thanks, -iDev
  16. Play FREE online HTML5 games in your browser! #HTML5 #Games
  17. Spaceix is a simple and addictive endless runner game. Control the little rockets gliding through a beautiful exotic world. Collect coins and unlock cool in game rockets. Relaxed in the calm, zen-like background music. Hold and release so that the rockets takes off. Move away from the obstacles and pick up as many coins as you can.You get a score by traveling through the rings.The coins you pick up you can use in the game to buy rockets. Collect all the 40+ rockets. Be careful not to hit any obstacle or you will have to start again the game. Download on google play for free: .
  18. Loon Ride, the epic loon game, has received major updates on all platforms! Collect loons, shoot cacti, and soar through endless mode. This game was made using Phaser. Read more about the game here: Play the game in your browser here: Get the game on Google Play here: Promo video:
  19. Hello everybody! I would like to introduce my game 'The White Robot'. Actually it is standalone game for PC, but I decided to do demoversion for HTML5. You can find it here. So, it's a story about a white robot that destroys crowds of evil spirits. The evil spits, screams, rages, barks, strives to bite you and hurt you. All of them must be shot, guts and bloodshot gushes from them). Adventures occur against a background of different locations. This is the night forest in the moonlight, a storm in the desert, frost blizzards, musty marshes, burning forests, stuffy dungeons with flies and spiders, human cities that have fallen into decay and suffer from an excess of factory exhausts, and strange fire rive. If demo does not work in your browser, please, try another one.
  20. Hello all, I am currently trying to make a simple platformer, but am having trouble detecting collision with a tile layer. After looking through many of the other forum posts here about this problem, none of the fixes seem to work for me. 'World 1' layer is the background and 'Collision' is the layer that contains the platforms. To my understanding, I should just be able to use map.setCollisionBetween() on the tiles that I want to use as the ground, which I think I did correctly. I also made sure to enable physics for the player and the collision layer. For some reason, though when I console.log(game.physics.arcade.collide(player, col)), it always returns false. When I run console.log(player.body.blocked), it only returns true when the player is on the window boundary (because of collideWorldBounds=true). Can anyone see what I'm doing wrong? var game = new Phaser.Game(800, 480, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.tilemap('bgmap', 'assets/tilemaps/maps/superMarioBG.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('bgtiles', 'assets/tilemaps/tiles/super_mario.png'); game.load.image('player', 'assets/sprites/georgeRight.png'); } var map; var bg; var col; var player; var cursors; var jumpButton; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#787878'; map = game.add.tilemap('bgmap'); map.addTilesetImage('SuperMarioBros', 'bgtiles'); bg = map.createLayer('World1'); bg.scale.set(2); bg.resizeWorld(); col = map.createLayer('Collision'); col.scale.set(2); game.physics.arcade.enable(col); map.setCollisionBetween(1,40,true,col); col.resizeWorld(); player = game.add.sprite(0, - 150,'player'); player.scale.set(1.5) ; player.anchor.setTo(.5,.5); cursors = game.input.keyboard.createCursorKeys(); jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 500; player.body.collideWorldBounds = true; } // function update() { game.physics.arcade.collide(player, col); player.body.velocity.x=0;; if (cursors.left.isDown) { player.body.velocity.x -= 500; } else if (cursors.right.isDown) { player.body.velocity.x += 500; } if (jumpButton.isDown && player.body.onFloor()) { player.body.velocity.y = -550; } console.log(player.body.blocked); } function render() { } };
  21. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  22. First of all, sorry for my english Hello! I'm trying to make a Arkanoid game on android Phaser. When the ball hits a brick, the brick disappears and the ball bounces well. Now I have two types of bricks, a normal brick, brick and TNT brick. I've implemented that when the ball touches a TNT brick, kill adjacent bricks too, but when one of those adjacent bricks is a TNT brick, it must call the same function recursively, but something does not work ... any idea? here is my function:
  23. I know that it is not a good idea to rotate sprite using arcade physics (AABB), but if my sprites are rectangles and I want to rotate 90 degrees....Does this work? I try changing body size (Height - Width) but it doesn't work. (Sorry for my English)
  24. Hi, guys. I Sell my html 5 games (non-exclusive) Engine: Scirra Construct 2 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. Contact Us: [email protected]
  25. 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: —