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Found 339 results

  1. 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
  2. [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/
  3. 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/
  4. 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
  5. 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
  6. 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?
  7. [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
  8. 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.
  9. [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!
  10. 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.
  11. 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
  12. 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!
  13. 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
  14. [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/
  15. 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
  16. 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.
  17. 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.
  18. 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
  19. 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) },
  20. 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!
  21. Hi there, I have a basic game where the player jumps from a building and must fall into different platforms during the falling to avoid crashing directly with the ground. The thing is that those platforms should have some bounce, I mean, when the player falls into those platforms, it should rebound like if they were some kind of elastic stuff... the problem is that as the platform has body.immovable = true it seems that body.bounce is not working at all, and I can´t apply body.bounce to the player because he should rebound only on those platforms, not on every single object. I have the world with a global gravity and those platforms immovable and with their gravity.y = -that global gravity, is this the best way to to this? Any other way to create purely static objects?
  22. When I started to play around with the Phaser API, I wanted to tackle the challenge of creating a realtime game with multiple players. I decided to use the PubNub multiplayer framework for the realtime functionality and it worked extremely well. I put my entire project up on Github and you can try it out by clicking HERE (open up two browser windows to test real time functionality). PubNub provided me with low latency with message delivery happening in less than 250ms and Phaser is super lightweight which allows it to work in mobile browser and even on low end computers. The entire project took me a few weeks to develop but most of that was just optimizing the game to send the least amount of messages possible. I wrote a step by step tutorial if you want to try to make this yourself in Phaser, you can checkout the tutorial HERE.
  23. 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
  24. Move bullet toward player direction

    Hi guys, I've searched but I didn't find any answer. May be I didn't know exact search keyword to navigate me to the answer. My question is, if I have a player sprite that dynamically change its direction (always in rotating left & right) then I want it to shoot toward its direction (not toward mouse pointer or any object, but its direction, its front), what should I do? I've tried to use game.physics.arcade.moveToXY but I don't know how to calculate the x & y for it. Thank you.
  25. Solving arcade physics issue

    Hi, I'm developing a game, where I build a maze out of a grid. For each cell, I created a sprite with a physics body. The problem which I am facing, is when I "press against a wall and drag". Here's a gif with the issue: http://g.recordit.co/D4XLCSUz8G.gif I don't know what it is causing it, because it doesn't happen all the time. Does anyone knows? Thank you!