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Found 360 results

  1. 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
  2. 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!
  3. 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!!!
  4. 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
  5. Doug

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

  6. 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.
  7. 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?
  8. 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!
  9. 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!
  10. 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.
  11. 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
  12. 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(); } }
  13. 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!
  14. 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") }
  15. 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.
  16. yenots

    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
  17. c301

    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!
  18. Diogo Schneider

    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!
  19. 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.
  20. 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!
  21. Rybar

    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
  22. 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; } }
  23. 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). 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
  24. 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.
  25. Kosmoon

    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