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Found 380 results

  1. hi, because some issue, so i using group to create sprite as my colliders. var octopus; var colliders; var col; function create() { octopus = game.add.sprite(300, 200, 'octopus'); colliders = game.make.group(octopus, 'colliders', null, true, Phaser.Physics.ARCADE); octopus.updateTransform(); col = colliders.create(0, 0); col.body.setCircle(30, -30, -30); col.body.reset(colliders.worldPosition.x + col.x, colliders.worldPosition.y + col.y); game.debug.body(col, 'rgba(255,0,0,0.5)'); } function update(){ game.debug.body(col, 'rgba(255,0,0,0.5)'); } in the example, the body will flash to another point and then go back to the correct position. if i try to use Arcade Physics's overlap in two group. although two group is not overlap. that still cause overlap event. sorry about my english is not well
  2. Hey there, I made this little game called Life in the Static, the basic gist of this game is that you have an ability to stop time. LINK TO PLAY THE GAME: Tasty Link
  3. Hi All! I'm a single indie game developer who has released games on steam, android, itch.io, 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 Itch.io 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 (adf.ly ad's). So I set out to not only design a platform that allows developers to earn from ad's (ads from our own advertising network serving exciting gaming adverts players will want to see). 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. https://play.idevgames.co.uk 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
  4. Hi! I'm doing a school assignment about Phaser and I was wondering can someone explain the differences in Phaser 2 and Phaser 3 physics engines? Phaser 2 has: Arcade, P2 and Ninja physics and I know pretty much the differences in them. Phaser 3 has: Arcade, Impact, Matter and Multi physics, I guess the arcade is the same as in Phaser 2, but what about impact and matter? Can someone smarter than me explain how these work? Thank you in advance!
  5. Hey everyone, I looked around for details on this but I am trying to determine the difference between the Physic types: Arcade, Impact, Matter to see what would be best for my type of game or to experiment with. I read in the Dev blogs that "Arcade" was meant for very simple physics in a game, while somewhere else I read that "Matter" was meant for debugging... I would like to know what the real differences are and which would make the most sense for a given game type. Does anyone know what the differences between the Physic types are? Thanks!!!
  6. StarMines is a space shooter inspired by old classics like Asteroids and Omega Race. You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship. The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works 🙂 On touch devices, there are different options for touch controls which you can choose from the top-right pause menu. The game URL: https://smtng.jpkware.com/ New version on Jan 20, 2019: - music and ship upgrade sound added, reduced overall volume - ask for player name when always when starting a new game, changing name will reset progress - automatic 5 second shield for each 4 Bonusoids collected - more info messages on ship upgrades New game play video with music, and showing the new shield: Screenshots: A couple of YouTube videos: The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE. I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months. Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money 🙂 All kinds of feedback welcome, for example: Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well. Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps What do you think about the different control options? What could be improved? Ideas for new enemies, bonuses or weapons which would fit the theme?
  7. (Pup)Pet! A minimalist yet colorful simple arcade timer-based game. The goal is to not have your line cut by the slices, while also keeping your pup well fed off dog bones (food meter is white bar across top) How long can you and your puppy last? If you could please give my game a quick play and leave some feedback on the itch.io page. Thank you all so much! A html5 browser playable game: https://suburb-boone.itch.io/puppet Made for the Weekly Game Jam
  8. Eternity Pilot is a mobile game made using Phaser 3 and Cordova. It is my first published game and it would have been totally impossible without Phaser and this amazing community! For now it is only available on Android but I am hoping to have an iOS version in the near future. I have a sign up on the site linked below to receive a notification when the iOS version comes out. Play Store https://eternitypilot.com Gameplay Video
  9. A Pac-Man style game made in WebGL/JS. Design goal was to have it scale and play well on both a computer and tablet/phone. All suggestions and comments are welcome. https://www.merryarcade.com/Cemetery/ Regards, Bjorn, MerryArcade.
  10. Hi, I'm using the arcade physics engine. I'm trying to move a cloud left and right via tweens but the problem is the arcade box isn't moving with it. Does anyone know how to fix this? createTweens() { this.scene.tweens.add({ targets: this, x: this.distanceX, duration: this.speed, yoyo: true, loop: - 1 }); }
  11. Hello! Our team glad to introduce you fresh baked game - Kage: Ninja's Revenge! The game is brand new and was never published before. Main features are: 1. Total cross-platform experience. Every possible resolution is OK! 2. Completely self made everything ! (music, sounds, UI, graphics, code, ideas) Gameplay features: 1. 25+ deisgned levels 2. Every type of enemy and obstacle needs different approach 2. Survival mode 3. 4 exclusive trap style tracks made by our in-house artist You better to check it out by yourself here: http://fluffyfoxgames.com/devninja/ PM me for licensing and rev share offers.
  12. Hi, guys! I develop HTML5 games and mobile games, in game engine Construct 2 and Construct 3. If you purchase any of my items - you will have full support! You can write to me at https://codecanyon.net/user/gmsdev#contact and i will answer you as soon as possible If you like my games, please rate them in ★★★★★ stars! :shocked: How To Order A Exclusive Game: You can also order a game, just email me - click on the button below We discuss the possible implementation of your game ideas on the engine Construct 2 / Construct 3 We discuss the terms and cost of work. I show demos on my server You pay for the work - we send the source You are the happy owner of a new exclusive game. About Engine: Construct 2 official manual Construct 3 official manual Games List: Games Bundles: 5 games in 1 bundle - 25% Discount 10 games in 1 bundle - 35% Discount 20 games in 1 bundle - 45% Discount 40 games in 1 bundle - 55% Discount 50 games in 1 bundle - 60% Discount
  13. Hi There, I use Arcade physics on Phaser3. And I got multiple moveable bodies which stick on top of each other. For two bodies this works, the third does sink a bit into the second and the forth makes the whole stack collapse and fall through the bodies. (example image attached) (edit) Note: Bodies are not falling through static sprites, the described behavior does only apply to dynamic bodies. I would prefer a "not checking" for weight, - setting velocity Y to 0 on collision does inflict many more problems. So this won't solve the issue. I set the OverlapBias on the Arcade physics to 20 (code below) to prevent bodies with high gravity falling through static sprites. The Y gravity is set to 2000, decreasing this amount does not solve the issue and the gravity amount is needed. arcade: { gravity: {x: 0, y: 2000}, debug: true, overlapBias: 20 } What I came around was thinking to set the weight or mass so that the sprites don't "sink" into each others body. Even tho if a body is falling on onto two bodies which are on top of each other, they complete break and fall through. Does anyone have an idea how to fix this?
  14. I'm making a game in phaser 3 using the arcade physics and I want the player to be able to move boxes. The player can move the boxes right now but they are to light. Can I solve this with friction between the boxes and the platforms, and if so how do I do that? Here is my code: platforms = this.physics.add.staticGroup(); platforms.create(180, 588, 'platform3').setScale(0.5).refreshBody(); platforms.create(580, 450, 'platform4').setScale(0.5).refreshBody(); platforms.create(980, 450, 'platform4').setScale(0.5).refreshBody(); platforms.create(1280, 450, 'platform4').setScale(0.5).refreshBody(); boxes = this.physics.add.group({ key: 'box', repeat: 9, setXY: { x: 100, y: 0, stepX: 180 } }); this.physics.add.collider(boxes, platforms); this.physics.add.collider(boxes, boxes);
  15. I have a staticGroup of floating coins from a tilemap and I wanted to make the collision area circular and the correct size however: I tried calling `setCircle` on each object in the group but it has no effect. If I change the staticGroup to a group, I can see the circle form when using debug mode. However this then subjects the group to gravity and my objects fall out of the game Here's the relevant code: function create() { var coinTiles = map.addTilesetImage('coin'); coinLayer = map.createDynamicLayer('Coins', coinTiles, 0, 0); // I tried changing this to this.physics.add.group(); coinGroup = this.physics.add.staticGroup(); // Loop over each Tile and replace sprite coinLayer.forEachTile(tile => { if (tile.index === 17) { const x = tile.getCenterX(); const y = tile.getCenterY(); const coin = coinGroup.create(x, y, "coin"); // This line seems to have no effect on static objects. coin.body.setCircle(10, 10 , 10); coinLayer.removeTileAt(tile.x, tile.y); } }); // etc... } staticGroup: Group: (ignore circle offset being completely off)
  16. Well, I´m a noob creating games and stuff but currently I'm developing a 2D game. I've designed my principal character but the original images of it are quite big and I need to change its size to add the character to the game. The original images are like 560px x 400px and I need to reduce it to 27px x 20px. How can I do that? I tried this but its useless var character create function() { character = game.add.sprite(100, 150, "main"); character.anchor.setTo(0.5); character.style.width = "27px"; character.style.height = "20px"; I´ll be really grateful if you could help me. 🙌
  17. A collider collides only with set tiles on a tilemap. However, if you are using an overlap with a tilemap, it always callbacks. If you log the index of the Tile, it's 0. So "no set tile". Is that intended behavior?
  18. See updates in below comments I made a collider: this normally works. But however this time it doesn't. There is a collider which lets the player colliding with (this) object. when I move the player on the object, the collideCB is triggered. But there is no collision. Even in debug mode for arcade physics, I can see the body. But they are not colliding, just overlapping. Anyone has an idea why? body: this.scene.physics.world.enable(this); this.setOrigin(0, 0); this.body.setSize(8, 8, false); this.body.setImmovable(true); this.body.allowGravity = false; colliding code: this.scene.physics.add.collider(this.scene.config.player, this, collideCB, () => { return this.getData('active'); }, this) (...) collideCB() { console.log('working') } Also, the debug information seems to clearly address both sprites, that should collide. but it does not collide and the callback is fired. ALl other collisions are working. (attached screenshot)
  19. Hi! I Just released my new game called "The Last Battery"! You can play it for free at https://goo.gl/JGeumV and try to survive until your battery is running out! Also, my other games are at https://www.minzaogames.com Thanks! EDIT: Now you can play right in your iOS or Android device! Check it out! iOS: https://tinyurl.com/TLB-ios ANDROID: https://tinyurl.com/TLB-droid
  20. Hi there, I´m having a few problems with something related with a group and Arcade physics, let me explain. I have a prefab extending the normal group, the idea is that I need to add some graphics here in differente layers and one of them, the background should act the de physics sprite, I mean, this one should be the one detecting collisions, the rest of the graphics would be just that, graphics. I create this item like this: Ribbon = function (game, posX, posY) { // //other code // Phaser.Group.call(this, game); this.myBackground = this.create(this.posX, this.posY, "my-background"); this.enableBody = true; this.physicsBodyType = Phaser.Physics.ARCADE // //and more code // }; And then in the main game .js I call it and everything is placed correctly in the stage but the collisions are not working at all (I also using the render() and no green overlay at all). I´m adding a (extended) group into another group and I´m not doing it right obviously :( this.ribbonGroup = this.game.add.group() this.myRibbon = new Ribbon(this.game, posX, posY) this.ribbonGroup.add(this.myRibbon) /*this.ribbonGroup.enableBody = true; this.ribbonGroup.physicsBodyType = Phaser.Physics.ARCADE*/ The item is there, well place, animations working, everything is fine but the physics part, what am I missing here? Thanks in advance.
  21. Good news everyone! Recently our team was able to collaborate with guys from Bandai Namco (creators of famous game series like Pacman, DragonBall , Tekken and many more). We have created a web version of a good ol' arcade game MrDriller. Please take a look and let me know what do you think - https://robowhale.com/games/mini-mrdriller/
  22. Coding: HTML5/Construct2 Game: Bounce balls free-to-play arcade game enjoyment for all Balls Bounce fans. -Power Ups -Leaderboard Browser demo Google play android game App Store ios game
  23. I'm trying to create some billiard-like game, and want to be using arcade physics due to the number of objects. When using the (newer) circular objects, bounce does not seem to work like it's intended - at least if one object is very massy or immovable. Please try https://samme.github.io/phaser-examples-mirror/arcade%20physics/bounce%20knock.html and add a knocker.body.setCircle (16); ball.body.setCircle(16); after both bodys are created - a debugger in render() helps also: game.debug.body(knocker); game.debug.body(ball); You will notice a significant difference in behaviour, when the ball hits the knocker straight on. It should be reflected (bounce is 1), but instead momentum is almost completely killed, it just drifts a bit sideways if movement was not straight on. I can imagine the bounce routines are still rectangular based only, so they work so-so for circular/rectangular hits, but not for circular/circular... but then for rectangular hitboxes it works as intended...
  24. Hello, I would like to show you my first html5 game that I created with Construct 2: RUN ASTRO RUN The game has 15 levels, can be played both on desktop than on mobile and works both in LANDSCAPE and PORTRAIT mode. Here is the link to the page of my website where you can play the game: https://www.redwitchgames.com/run-astro-run/ I would really appreciate if you try it and say to me what do you think and how can I make it better for the future... Thank you, Antonio RedWitchGames.com **************************************************** GAME DESCRIPTION How much far Astro can run? In this action game that puts to test your gamer skills you have to help Astro The Alien to run away from the evil Red. Jump from asteroid to asteroid but beware of the hot ones! Time accurately your jumps on the pulsating ones! Avoid the burning comets! Be fast or the evil Red will catch you! Reach your trusty space ship and fly away! Freedom is just over the corner... GAME INSTRUCTIONS Jump from asteroid to asteroid doing single or double jumps. Avoid landing on the hot asteroids or you will be instantly burned. Time accurately your jump on the pulsating ones so that you will step on them only when they are cold. Jump over the burning comets or you will get blasted. Try to be fast or the red ufo will capture you. Your main goal is to reach the spaceship parked at the end of each level and fly away. DESKTOP: Press the Z and X keys to make the alien do a short or long jump respectively. MOBILE/TABLET: Touch the two icons on the left and right sides of the screen to make the alien do a short or long jump respectively. ****************************************************
  25. I'm using a callback function on the overlap method, but it's firing at the wrong time. After a bit of calculation/trial and error I worked out that it is firing where the sprite would have been if the scrollFactor of the sprite was the default setting of 1. I assume this is a bug? See demo on jsFiddle. Update: it also ignores the objects origin and assumes its origin is the default 0.5. I've updated the demo. Update 2: I'm now fairly certain this is not expected behaviour, so I've raised an issue on GitHub. Thanks, Josh