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Found 368 results

  1. 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)
  2. 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
  3. Zendrael

    [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! 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
  4. 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.
  5. 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/
  6. 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
  7. 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...
  8. 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
  9. RedWitchGames

    Run Astro Run - My first HTML5 game

    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. ****************************************************
  10. jd.joshuadavison

    Overlap ignores scroll factor

    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
  11. Hi, im trying to make a top-down game where (among other things) you can push around boxes. I'd like it to be very simple in the sense that the player always moves with constant speed, pushing boxes shouldn't slow him down and boxes should stop immediately once they're not being pushed anymore. Can this be achieved with arcade physics? The biggest issue however is when the player pushes multiple boxes against the world border. Once there is no room anymore, the player can still move in that direction and push boxes 'into' other boxes. Is it possible that all entities always act solid at all times, so that when the player pushes multiple boxes in a direction where there is no room, he simply doesn't move any further? Below is what i've tried so far in the sandbox: var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: true } }, scene: { preload: preload, create: create, update: update }, player_speed: 150 }; var game = new Phaser.Game(config); var player; var group; var cursors; function preload () { this.load.image('block', 'assets/sprites/block.png'); } function create () { cursors = this.input.keyboard.createCursorKeys(); group = this.physics.add.group({ dragX: 500, dragY: 500, collideWorldBounds: true }); var block1 = group.create(100, 300, 'block'); var block2 = group.create(200, 300, 'block'); var block3 = group.create(300, 300, 'block'); var block4 = group.create(400, 300, 'block'); var block4 = group.create(500, 300, 'block'); player = this.physics.add.sprite(500, 500, 'block'); this.physics.add.collider(group); this.physics.add.collider(player, group); } function update() { player.setVelocity(0); if (cursors.left.isDown && !cursors.right.isDown){ player.setVelocityX(-config.player_speed); } if (cursors.right.isDown && !cursors.left.isDown) { player.setVelocityX(config.player_speed); } if (cursors.up.isDown && !cursors.down.isDown){ player.setVelocityY(-config.player_speed); } if (cursors.down.isDown && !cursors.up.isDown) { player.setVelocityY(config.player_speed); } } Thanks in advance!
  12. Allen T

    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!
  13. 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!!!
  14. Hi, guys. Try my new game Play on Scirra Arcade: https://www.scirra.com/arcade/action-games/mannequin-head-jumping-challenge-game-12746 Download for Android: https://play.google.com/store/apps/details?id=com.takenewgames.mcjh Download for IOS: https://itunes.apple.com/app/mannequin-challenge-game-jumping/id1178329270 Description The Mannequin Head - Jumping Challenge Game is realy hot new challenge! Come Join To Play! The Mannequin Head - Jumping Challenge is taking over the world! Play Now! Features: - 10 characters - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to jump - Don't touch on horizontal platform - Collect diamonds to unlock new characters Follow Us: — http://www.facebook.com/takenewgamesofficial — http://twitter.com/TakeNewGames — http://plus.google.com/+TakeNewGames — http://vk.com/takenewgames — http://www.pinterest.com/takenewgames — http://www.youtube.com/TakeNewGames?sub_confirmation=1 More Games: — http://www.takenewgames.com
  15. Doug

    Hi Rich.  @rgk mentioned that you might be able to please add a "patron" badge to my forum profile?  Thanks very much!

  16. yenots

    Crypto Catch

    Crypto Catch Play - http://catch.cryptland.com/ Ranking - https://catch.cryptland.com/ranking Game description: Move your mouse to hover over the coin and click it – as you move your mouse closer the coin will try and evade your clicks and move out of the way. Try to keep up and move your mouse quickly to intercept the coin – during each level you must click the coin a set number of times in order to progress. This fun game tests your reactions and speeds and is fun to play with friends too! Worldwide ranking page: Game is already listed in: https://www.crazygames.com/game/crypto-catch https://www.indiexpo.net/en/games/crypto-catch https://yenots.itch.io/crypto-catch I am trying to find more places, where I can add this game to get more audience. I will be very thankful for any tip or advice, how to popularise this game more.
  17. 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?
  18. Hi Forgive me if I've missed this, but I can't find it in any of the documentation. Is there a way to specify the the rotation of an arcade physics body? I can rotate the game object image, but that has no effect on the physics body. I would have expected a .setAngle or .setRotation method to be available on Phaser.Physics.Arcade.Body. Seems such a simple one to miss, but I keep needing this and having to use matter, which is just a little more fiddly. Thank you!
  19. 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!
  20. splashshadow

    Halloween Tavern

    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 itch.io 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.
  21. 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
  22. 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(); } }
  23. medicationforall

    [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!
  24. 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") }
  25. MrBalling

    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.