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Found 356 results

  1. A general Question regarding groups / collisiongroups. Or Arcade sprites itself. I got a group of sprites "Minion" and the "level" collision group. 1. The Minions should collide with all sides:( left, up, right, down) with the levelgroup. 2. But for "Minion" vs "Minion" they should only collide top. By setting "checkCollision" I disable the collision with the level-group. Is there an easy way to archieve this behavior?
  2. Tap 'n Dash - Reflex Game

    It's been a while... i'm here to introduce my new mini game, also my 2nd game ever published. TAP 'N DASH As a mini game, took me about 3 month to build it. The game is inspired by Japanese arcade game such as 'Hyper Bishi Bash Champ'. It's originally a remake of my old flash game project, many graphic assets were already been made, thus the shorter game development... Gameplay is simple: Run the turtle character to the finish line by quick-solving picture quizs (by tapping). You can build combos, or tap on solo-tiles to get TURBO, 1x HEALTH or more, get higher highscores and ratings. Fundmentally it's a brain-finger reflex game, with a bit of action & puzzle element. It can be easy for some people and very challenging to others. It might seems easy at first, but the REAL challenge is when you start playing 'SIMILAR' mode. A brain teaser. Play the game HERE. to read my dev logs, go to my website HERE. So tell me how you feel about the game, do you like it or not? Give some comments down below!
  3. I recently finished my first game with Phaser in just under 2 months. Its a 2D action / bullet-hell style shooter with a story, made using Phaser. You can play it here: SUPER STARKILLER 3000 I also wrote about what I learned in a retrospective you can read here: https://github.com/fahseltc/SUPER-STARKILLER-3000/blob/master/docs/article/postmortem.md Or check out the source GitHub: https://github.com/fahseltc/SUPER-STARKILLER-3000 Thanks for taking a look!
  4. Hi, guys! I develop HTML5 games and Mobile games, in game engine Construct 2. You can buy my games here: https://codecanyon.net/user/gmsdev/portfolio 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 You Can Export Construct Games to IOS and Android use next services: - Cocoon.io - Intel XDK - Monaca.io
  5. Hey there, I am still struggling a lot with Phaser3 due to the documentation is still in work. I made two simple sprites, that collide, what I experience is that >body.blocked.down< nor the other properties (left, right, top) ever change. They are always: false. No matter if a collision happens or not. A bit of code: //These are the arcade configs: physics: { default: 'arcade', arcade: { gravity: {x: 0, y: 2000}, debug: true, overlapBias: 20 } } //TileA this.plat = this.physics.add.sprite(400, 1100, 'platform'); this.plat.displayWidth = 500; this.plat.body.allowGravity = false; this.plat.body.immovable = true; //TileB is a custom class which just extends this.physics.add.sprite this.minion = new tileB(this, 500, 200); //collision works well with: this.physics.world.collide(this.plat, this.minion); However, the body.blocked property is logged in my update of the custom (tileB) class - and it is always false. No matter if it's colliding. Here is the code of the tileB class: class tileB extends Phaser.Physics.Arcade.Sprite { constructor(config) { super(config.scene, config.x, config.y, 'minion'); this.scene.physics.world.enable(this); this.scene.add.existing(this); this.scene.layers.minions.add(this); this.controls = this.scene.input.keyboard.createCursorKeys(); //write controls class this.alive = true; this.body.maxVelocity.y = 1500; this.body.setSize(50, 100, false); this.body.setOffset(80, 60); this.scene.events.on('update', this.update, this); } update() { if(this.data.active) { console.log(this.body.blocked.down) if (this.controls.left.isDown) { this.setVelocityX(-200); this.anims.play('left', true); } else if (this.controls.right.isDown) { this.setVelocityX(200); this.anims.play('right', true); } else { this.setVelocityX(0); this.anims.play('turn'); } if (this.controls.up.isDown && this.body.blocked.down) { this.setVelocityY(-200); } } } } I have looked into the super mario example by @nkholski as he used body.blocked.down too. I had a hard time to find the point I am missing. Would be glad if someone helped me out nkholski's platformer boilerplate: Thanks in advance
  6. I'm trying to create platforms for my player to jump onto and also make collectible stars. I can create these sprites using functions, but I don't know how to make physics work on them so that the character can jump on the platforms and overlap with the stars. The problem is that the physics portion doesn't work when I call it in the update function. I am also not using tilesprites, so it can't work that way. create: function() { addStar(star1); }, update: function() { removeStar(star1); } addStar(name) { name = game.add.sprite(1700, 550, 'star'); name.anchor.setTo(0.5, 0.5); this.game.physics.enable(name, Phaser.Physics.ARCADE); name.body.collideWorldBounds = false; name.enableBody = true; name.body.immovable = true; } removeStar(name) { if (game.physics.arcade.overlap(character, name) == true) { name.destroy(); updateScore(); } }
  7. Mr. Balling

    Hi Everyone, I just released a game made with Phaser 2 called Mr. Balling. Used cordova to deploy it to Android and iOS. It is a simple arcade game that is supposed to be a throwback/retro arcade game. You bounce around on the screen and when you hit a ball you orbit it, once you tap on the screen you fly off. The objective is to stay alive in the middle of the screen bouncing from ball to ball, while avoiding red balls and the left and right sides of the screen. Feel free to leave feedback or thoughts about the game, I'm new to game development, but hope to keep doing it. Apple iOS App Store: https://itunes.apple.com/us/app/mr-balling/id1351628591?ls=1&mt=8 Android Google Play Store: https://play.google.com/store/apps/details?id=com.ogradybj.mrballing More info on the game. I came up with this idea about 10 years ago and had actually made working copies in python a few times, using pygame and kivy, but once I got into phaser I fell in love, it was super easy to get stuff working right away. As mentioned I packaged it up with cordova. I'm a Mechanical Engineer, not a software engineer, so sites like this were instrumental in figuring out how to get phaser to do what I wanted it to do. I used Piskelapp to do all of the assets. I used beepbox to make the music. It was fun having do figure out everything that goes into releasing something like this. Obviously as you can see it is a pretty simple premise for a game. However, I plan to make a sequel extending the game mechanic more. Also tried to make a pseudo dev-log, still under construction, but you can find more info at www.mrballing.com Screenshots of the game, title screen and several screenshots during the game as well as gameover screen. I did high score tracking using firebase.
  8. Hi, I have this basic platform game and I would like the hero to jump through the platforms, from underneath to the top of the platform, but I´m not being able to do that and the head of the hero collides with the bottom of the platform even when I set the collideDown of that tile (actually, to all the tiles of that layer) to false. What am I missing? this.platformsLayer = this.map.createLayer("platforms") this.map.setCollisionBetween(1,50, true, "platforms") var tilesArray = this.platformsLayer.getTiles(0,0,this.game.world.width, this.game.world.height) for(var i=0;i<tilesArray.length;i++){ tilesArray[i].collideDown=false tilesArray[i].setCollision(true, true, true, false) console.log("All set to false") }
  9. Crypto Catch

    Hi! I made a small fun game with all cryptocurrencies - https://catch.cryptland.com Need to click on any coin in 60 seconds, while it is moving around. Remember to check Ranking after your score submitted. If anybody has something to say about this fun game, I will be very grateful. Thanks
  10. [WIP] Jewel Matching Game

    First post looking for feedback. Matching game that I'm working on, at this point I'm on the fence for how much more effort I want to put into it. I think it could be cool, but after enough time passes it's easy to have doubts. On the technical side there is no game engine library being used, and it doesn't use canvas. Which is an odd choice but the project really started out as a proof of concept of some stuff I wanted to try. Play Link: https://medicationforall.github.io/JewelGame/ Code: https://github.com/medicationforall/JewelGame Development Blog Post: https://www.medicationforall.com/post.php?date=2018_01_27 It's not geared towards mobile yet. In theory it should work fine, but at the moment it's not optimized for the larger board states. Also it won't work in Edge or IE at all, too much reliance on css clip-path at the moment. Anyways let me know what you think, and thanks for playing!
  11. Planes Quick Battle

    Hi guys, Finally I've found time to share my old game, I've created few years ago. It uses Phaser v2.4.4, so maybe outdated little bit, but it still could be usefull for someone. You can try/fork/share/like/hate it here https://c301.github.io/planes-phaser-game/ Actually it is clone of good-old-can't-remember-name game, nothing special. Controls - click/tap or press space for takeoff - up arrow - down arrow - spacebar to fire - P key for pause - touch controls on mobile phones ( upper/lower part of the screen, tap on green flag for pause, tap button for fire ) Features and numbers - 4 planes with different stats - 6 levels - localization ( Rus/Eng ) - few powerups Screenshots below Phaser is awesome! Thank you and have fun!
  12. 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://diogoschneider.github.io/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!
  13. 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; } }
  14. [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!
  15. 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
  16. 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.
  17. 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
  18. [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/
  19. 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/
  20. 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
  21. 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
  22. 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?
  23. [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
  24. 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.
  25. [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!