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Found 344 results

  1. Cityscape

    Hi, everyone! This game was the second finished game I published. It is heavily inspired by Freeway and Frogger, but it does actually have an ending after you finish it. The game features 50 sequential levels, with increasing difficulty. It also has an auto save feature, so you can play a little then come back to it later. Here's the link: https://www.kongregate.com/games/diogoschneider/cityscape This game was made with Quick, the game engine I've been working on since 2014 and was derived from my first games: https://diogoschneider.github.io/quick/ Thank you for your time! Cheers!
  2. Hey everyone, I am having an issue with accelerationFromRotation sending my player in the wrong direction. I'm setting it up so that the player will be spinning using angularVelocity and when you press space it moves in the direction that it's currently facing. To do that I'm using accelerationFromRotation to get a point then using moveToXY to push them in that direction. This definitely works some of the time, but most of the time it send the player in a seemingly random direction, so I think I'm missing something about how this is meant to work. Could someone enlighten me? Edit: I should add that I know moveToXY will try to move the whole way to the end of the point object which is beyond the screen, so I'm using drag to slow it down so that it is just a shove rather than a fling to the distance This is the function I'm using to move the player: function shunt() { playerRotate = false;//so we know the player isn't spinning while they move player.body.angularVelocity = 0; //actually stopping the spinning var goTo = game.physics.arcade.accelerationFromRotation(player.previousRotation, 300, player.body.acceleration);//to make the point to move towards game.time.events.add(Phaser.Timer.SECOND / 2, slooooow, this); //wait half a second then start rotation again game.physics.arcade.moveToXY(player, goTo.x, goTo.y, 600); //move the player towards the point function slooooow() { playerRotate = true; } }
  3. [Phaser] The Last Battery

    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!
  4. Roto Blaster

    Made with the same tiny custom engine as Greeble, Scott "Cantelope" McGann and I just finished making Roto Blaster. It's a simple twitchy arcade shooter with a fun dodge mechanic. Let me know what you think! http://cantelope.tk/tunnel
  5. I just upgraded to Phaser 2.9.3, since then I get a strange behavior. 1. I press Left / Right to change the Sprite's velocity (x). // See update method 2. Sprite has enabled Physics, World.gravity is 2000 // See in create method 3. But the Sprite instead of moving left (negative velocity.x) moves upwards // See attached gif What I figured out till yet: - velocity.y turn to NaN by colliding with a collisionGroup . - velocity.y stays NaN, even if the character moves into the air. (whyever it moves into air..) There is nothing else going on. I tested this as a test-case, not inside my game, to be sure I'm not messing something up. create method: super(state.game, x, y, 'minions'); this.level = state; this.anchor.setTo(0.5); this.game.physics.arcade.enable(this); this.game.add.existing(this); this.body.bounce.set(0.5); this.body.setSize(45, 110, 80, 45) update method: if(this.controls.on("left")) { this.body.velocity.x = -500; this.animations.play('walk'); } else if(this.controls.on("right")) { this.body.velocity.x = 500; this.animations.play('walk'); } Anyone have a clue why this happens? Thanks in advance.
  6. Ball genius [android]

    Hello everybody! I'm proud to showcase the first game of my new compagny from france. you need accuracy and reflexion to complete all levels, each chapter brings a new element of gameplay. You can hope for gold medal if you do the less bounces possible. gold medals = new skins. i've made a website with a demo of the game: www.kosmoon-studio.com and you can download the full game for free on the play store: Ball Genius thank's in advance for playing you can mail me at: ballgenius@kosmoon-studio.com
  7. [Construct 2] Basket Slam Dunk

    Hello again community, I want to show you this little success for me, Basket Slam Dunk, has been the game that has played the most of all that I have done. It has more than 100,000 games played, a record for me. It is a casual game, easy to play and playable on any device. You have to throw the player and put in the basket, very easy to play, and with unlockable balls. I hope you like it Link : https://html5.GameDistribution.com/1e114557c82349ffa04089dcbfb0605b/
  8. Hello, I want to show you my latest game created with Construct 3, a casual game designed for children. It is very easy to play, and playable from any device. We must prevent the Martians from reaching the earth, with one of our small and stubborn heroes XD. You can use the touch screen or keyboard arrows to play. Link: https://html5.GameDistribution.com/d450f69ec01248119ed50f202d09ab27/
  9. Hi, guys. I selling my html5 games templates: 1. Tap 10 Sec - HTML5 Game + Mobile Version! (Construct-2 CAPX) https://codecanyon.net/item/tap-10-sec-html5-game-mobile-version-construct2-capx/20912414 2. Retro Speed - HTML5 Game + Mobile Version! (Construct-2 CAPX) https://codecanyon.net/item/retro-speed-html5-game-mobile-version-construct2-capx/20912153 3. Save Rocket - HTML5 Game + Mobile Version! (Construct-2 CAPX) https://codecanyon.net/item/save-rocket-html5-game-mobile-version-construct2-capx/20907420
  10. I'm working on an action game where the player can touch certain switch tiles to turn other enemies off and back on. So the way it is supposed to work is like this: 1. The player overlaps a switch tile 2. Execute the switch action only once 3. Ignore further overlapping with that tile until player moves off 4. When player moves off the switch should wait for the next overlap 5. Repeat from step 1 when player overlaps again I'm using arcade physics and the overlap function and it's working.. sort of. The problem is, the overlap keeps firing over and over again. What would be the best way in Phaser to get the desired result? See screenshot below of what I mean, and I've created a sandox of my code example here: https://phaser.io/sandbox/edit/zEVOQfgA
  11. Version 2.9.1 (phaser-ce) I'm seeing some unexpected behavior with the physics body of child sprites lagging behind when accelerating the parent. So when debugging the bodies, they appear slightly offset in the opposite direction of the movement: This is the code for an example I made to illustrate my problem: var game = new Phaser.Game({ state: { preload: function() { this.load.baseURL = 'https://examples.phaser.io/assets/'; this.load.crossOrigin = 'anonymous'; this.load.atlas('spritesheet', 'atlas/megasetHD-1.png', 'atlas/megasetHD-1.json'); }, create: function() { this.physics.startSystem(Phaser.Physics.ARCADE); this.createVegetables(); }, update: function() { this.vegContainer.body.acceleration.y = 50 * this.time.physicsElapsedMS; }, render: function() { this.game.debug.physicsGroup(this.melons); this.game.debug.physicsGroup(this.mushrooms); }, createVegetables: function() { // Create veg groups. this.melons = this.add.group(); this.mushrooms = this.add.group(); // Container. this.vegContainer = this.add.graphics(); this.vegContainer.addChild(this.melons); this.vegContainer.addChild(this.mushrooms); const height = 120; const x = 350; for (let y = 0; y > -1000; y--) { let sprite; let isMelon = Math.random() > .5; if (isMelon) { sprite = this.melons.create(x, height * y, 'spritesheet', 'melon'); } else { sprite = this.mushrooms.create(x, height * y, 'spritesheet', 'mushroom'); } sprite.scale.set(3); } // Enable physics on container and all children. this.physics.arcade.enable(this.vegContainer); this.vegContainer.body.maxVelocity.y = 800; } } }); and this is the code pen link. It will work as expected if I accelerate the groups individually but this is not ideal as there are quite a lot of groups in the game. Is this a bug or is it working as expected?
  12. [Phaser] Football juggle

    Hello! I'd like to introduce you my first game made with Phaser - "Football juggle" The game is simple simulator of football freestyle juggling tricks Player should make different juggling tricks to draw a crowd and impress them. Advanced tricks gather more people and gives the player more applause points. Tap or click under the ball to kick it, closer click will kick the ball harder. Web version can be found here https://play.idevgames.co.uk/game/football-juggle/ And there is an android version https://play.google.com/store/apps/details?id=com.kpded.footballjuggle I would appreciate it if you provide me with the feedback, focused on the following areas: - Did you get any bugs, especially with scaling behavior? - Are controls clear? Does introduction training in the game help? - Is gameplay dull? Is it monotonous? - What could you advice to enhance the game experience? A couple of screenshots A short gameplay video The game is optimized for mobile browsers
  13. Collision problem

    Hello Phasers, I'm new to Phaser and I'm starting to have fun with it. But I have an issue with collision using Arcade physics. The problem is that when a collision happens between two bodies, the collision make them overlap a little bit and at some point the bodies pass through each other as you can see in this example. Adding the property bounce = 0 to the line body solve part of the problem. But their is style a slight overlap. Can somebody explain me what's happening and give me a solution to the problem ? Thanks.
  14. [Phaser] Jelly Haven

    Hey guys, I just wanted to let you know about my first HTML5 game made with Phaser! It is an action-arcade game in which you control a jellyfish going through the space gathering shiny gems and avoid being hit by dangerous obstacles like meteors and rockets. Link to game: http://37dev.ga/jelly Quick Gameplay: https://youtu.be/nRIHGlr1X64 The game starts off slowly but it gets really fast paced as you purchase upgrades from the store which helps you survive much longer. Endless fun game with great performance. Optimized for mobile devices but fully playable in desktop as well. Audio support for all mobile operating systems. Easily localized as the texts are stored in a .json file. Saving/loading game with cookies system. Translated in 9 languages: English, Russian, French, German, Italian, Spanish, Portuguese, Turkish and Romanian. The game is currently looking for sponsorship and has not yet been published before. Let me know what you guys think! Enjoy!
  15. Hello everyone, I did an arcade game, where you discover and study strange animals. You can try it here: Exterium Right now I am gathering feedback, so please have a look and let me know how it can be further improved Play Exterium here and let me know what you think of it.
  16. Color Flow

    Hi, we just published our first game, Color Flow. http://www.kongregate.com/games/GravitonDigital/color-flow It's a fast-paced little arcade game, where you click or tap the colored drops. This will earn you gold, and flasks in different colors, that can be used to unlock more features and improve the score earned for each drop. Try to reach the top of the leaderboard, either in score or in drops collected in a single run. Please feel free to leave comments here, or on Kongregate where I uploaded the game. If there are bugs, missing features or any other discrepancies please let me know! I can't fix anything if I don't know what to fix Graviton Digital
  17. Facebook Messenger Inspired Basketball game

    Hi, this is my first HTML5 game using Phaser, I found this gem https://github.com/BonbonLemon/basketball because I have a project to create a basketball game and it is very similar from what I needed. My concern is how can I remove the frame drop. Because every time I play the frame drops ridiculously. Both in Desktop Chrome and Smartphone Chrome. All the assets are in low resolution. I can't find a fix why this happens. I hope someone can help me. Thanks!
  18. Lumi's Journey [WIP]

    Hello! I’d like to announce the open beta release of Lumi’s Journey! This is HartBloom Studios’ first game. Lumi's Jouney is built in Construct 2 and uses Cocoon.io for compiling. Endless gameplay, 2D styling, and attempting to beat your friends’ high score is something I grew up with, so that’s what Lumi’s Journey is based around! Any critique or suggestions for gameplay, music, sound, and graphics is greatly appreciated! https://play.google.com/store/apps/details?id=com.lastlight
  19. [Phaser] Space Blaze

    Hi! This is my second html5 game! It's a arcadey space "exploration" where the player jumps from planet to planet. The goal is to reach the wormholes that lead you to your ultimate destination. All feedback is welcome! Have fun! http://www.ludock.com/release/spaceblaze/
  20. How to apply an "impulse" to an object

    Hi there, I´m a bit confused about some core concepts with Arcade Physics... I´ll try to explain it because actually it´s a little bit confusing even to understand what´s going on. The thing is that I have a game where the main character is falling like if he jumps from the top of a building and when I init that sprite, I just apply a gravity to him this.prota.body.gravity.y = 700 Then, on both sides of the game I have some mushrooms and some black-weird-plant-arms and when you hit them, I want the player to receive like an impulse, I mean, I want the player to "be launched like a rocket" and I make this with a callback of a collide() in the update() of the game //in the update() this.physics.arcade.collide(this.prota, this.grupoSetas, null, this.reboteSeta, this) //and the callback reboteSeta:function(prota, seta){ //some code this.prota.body.acceleration.y = 0; this.prota.body.acceleration.x = 0; this.prota.body.velocity.y = -1000; this.prota.body.velocity.x = this.rnd.between(-1000, 1000); //some other code }, The problem I have, is that the first time the player hits the mushroom, he rebounds only a little bit and then the rest of the times he rebounds properly and I´m really confused about this, I don´t know why this is hapenning... Can anyone let me know what and why this is hapenning? You can test it here
  21. I'm trying to add a collision box to a sword swing. I'm using one sprite for the swing and rotating it 0, 90, 180, 270 degrees, depending on direction. As physics bodies are not affected by their sprite's rotation, I'm using body.setSize(width, height, offsetX, offsetY) to move the collision area depending on direction. Problem: It seems that (width, height) updates earlier than (offsetX, offsetY), or that the new offset is delayed one update. This leads to the hitbox reaching beyond the player's attack range. How can I avoid this? One way to easily test this is by calling sprite.body.setSize( <randomX>, <randomY>, <randomOffsetX>, <randomOffsetY> ). The sprite's angle does not affect this. ^ The collision area updates its size first, and later snaps to its new offset. ^ The sword sprite, 48x48. Red box indicates where the body's collision area should be.
  22. Hi everyone, I'm actually making a simple 2d platformer with arcade physic and I recently implemented a tiled tilemap which contain an "object layer". In this object layer I draw collision zone with the polyline tool. Now I want thoses "collision zones" to be recognized by phaser. Which mean : if the player overlap "object layer"'s content, it will blocked as if it was a wall. I just want to know if this is possible or if I must set collision "on" for my tile layers in which I may put all my walls tiles. Also, If I must use the 2nd solution, if my tile sprite is smaller than my 24x24 tile square (I attached an example), will the hitbox fit the sprite size or the 24x24 square ? Thanks beforehand.
  23. Alien Invasion

    Hello everyone I'm creating a new game and I have the basics working. It would be really nice to hear what you think. The game is still under construction but you should be able to play the first level of each mission I am working on the next levels. It is still under construction but i hope to be able to create a fully working version. here is the link: https://sharesoft.nl/phaser/alienInvasion.php?language=en
  24. Hi there, I have two groups, each one with 50 item placed randomly in the stage. I need to check if any of the items of group1 overlaps with any of the items of group2 (and then, destroy it) but I´m doing something wrong as all the elements of group 2 are being destroyed, it´s like is checking object1 with the whole group2... how can I check items by item? I have this code (not working properly) function checkOverlaps(group1, group2){ group1.forEachAlive(function(obj1){ group2.forEachAlive(function(obj2){ var boundsA = obj1.getBounds(); var boundsB = obj2.getBounds(); if(Phaser.Rectangle.intersects(boundsA, boundsB)){ obj2.destroy(); } }, this) }, this) },
  25. Pymp Pymp is a colorful, fast-paced arcade game with two game modes. In the first mode, "Avoid Mode", you have to avoid the rectangles and collect the triangles in order to proceed. In the second mode, "Collect Mode", you have to pass through rings. If you make one mistake in either mode, the run is over! I tried to make the game challenging enough for most players. As you progress through the levels, the colors, designs and difficulty change. Try to reach as far as possible, it's worth it! As a side note, the graphics are made using only the drawing functions of the Canvas 2D API. No external images or 3D libraries are used. You can play the game here: http://www.kongregate.com/games/Diamonax/pymp http://www.newgrounds.com/portal/view/697620 I really hope you guys enjoy it!