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Found 59 results

  1. Hello, developers! I am wondering about PIXI v.3 or v.4, how much they can live and work on the internet. Imagine now I start big project on v.3 or v.4. This project should be licensed with little exceptions. Should I extract the whole code related to PIXI(my view) to be specially maintained over the time? What is the experience on similar cases? What is the risk?
  2. MerchantAdventurer

    Company of Merchant Adventurers

    Company of Merchant Adventurers is a trading game based on the C64 game Hanse from the 80ies. It's a browser game completely in HTML5/JS and using Phaser for some game elements like the Map or the mini-games. It's got a bit of multiplayer as you can see other merchants in towns and buy shares or attack their ships and harbours. The goal of the game is to claim the title of Mayor in London. This can only be done by wisely trading the goods returned by your merchant fleet. The game is not commercial and I've developed it as a hobby game programmer. It's in english and german language (settings at the top). If you like trading games - turn based trading strategy, and maybe enjoyed the game Hanse - you will enjoy a quick round of my Merchant Adventurers - give it a go and let me know what you think - trade's up! Login and register free at: More details and blog:
  3. Hi, I just updated an old version of pixi.js we had been using. The cursor used to change to "pointer" when hovering over a DisplayObject in our embedded chromium browser (CEF). After v4.4.0 the cursor does not change on hover. I pinpointed that the last version it was working with our embedded browser was v4.3.5. Does anyone know why this might be and what I can do to fix it? Thank you
  4. I am looking for someone that can build / brand an HTML 5 game that can be used on our website during Christmas. We may build several games.
  5. Hello, i'm a JS developper in freelance and currently working on a personal project i'm making a game having the same gameplay as Diablo 2. I liked this game so much that i've decided to make a game with the same apporch (3D pre render, mouse based move...) for those who don't know d2 check this link => the game is a PVP Melee (w/ team or alone), the goal is to defeat others players using teamwork and character' skill. Small map will force players to keep moving while trying to put enemies in trouble. Round ends when all enemies are defeated. Game ends when a team/player have reached 3 wins. A lot of works is already done : - spell/player collision - gameplay - in game interface (life/allies/map/score etc...) - out game interface (main room/lobby/matchmaking) - server side check (prevent cheating) - sound system - game state detection - pvp mode (1v1, 3v3 or even 2v2v2 or 1v1v1v1) this is developped using : Phaser, React for outgame itf, jQuery for ingame itf, SocketIO and express I want to involve a 3D graphist on the project. He has to use Blender to model and animate characters. I need it to be done with blender because this is the lone tool i use to render the animations on spritesheet. Characters will have a least 5 animations : running / iddle / taking hit / dying / casting spell. Other may be added in the future for "special spells" I can't upload a demo because of size restriction here but if youre interested feel free to contact me Thanks ;-)
  6. Hey guys, today we finally launched our game Morterra! Morterra is an online survival game set at the dawn of man. You awake with absolutely nothing and must find food, water, and protection from others. You will need tools to build a base to protect yourself, armors to defend against attacks, and weapons to fight back. You will eventually grow tired and need to sleep. However, while you sleep you are still vulnerable to attacks, so you must build adequate protection for yourself to survive the night. The world contains no edges, no "safe-zones" (other than bases you build for yourself), and players can construct/destruct at their own will, but be conscious of whose stuff you destroy! Morterra was originally written in Java from around 2013-2015, with the intention of being a browser-based game. Once Chrome and other popular browsers disabled Java Applet embedding, it became apparent that Javascript would be the only option moving forward. We started re-writing the entire project in Javascript back in May. 6 months later, and we finally have something hosted and ready to be played! Check out some pictures of our new and improved game! This is our newly renovated login screen/front page to our website. This is a picture of our renovated UI. Still a work in progress, but it's an improvement! If you're still reading, check out the game! It's great to see new faces, even if you're just going to try and kill everyone! If you're interested in staying up to date, we also recently created some social media accounts to stay connected with our fan base! Follow Us: Instagram: @Morterra Twitter: @MorterraMMORPG Facebook: Morterra With converting to browse, we also managed to gain a bunch of new features! I will list some of the most notable ones, and let you find the rest for yourself! New Features: - High scores page (Try it: Morterra high scores) - Mini map - Music (Credits: About Morterra) Plans for the future: - Convert to 3D - Add SoundFX - Become the best new browser game of 2018 Thank you for reading! Be sure to check us out, and let me know what you think! Play now: Morterra - Online Browser Survival Game
  7. So I am new to use Phaser to develop for mobile browser game. I have created the game in a workable state on PC and it does everything I want. It is basically a match3 game where everytime you tap/click on something you interact with the item. But for some reason I can't get any input to work on mobile. I have an iPhone6 and use safari, I have setup Firebug so that I can see the logs, but even if I add a simple "game.input.onDown.add(test, this); with a simple function to display a console message. It never gets fired in the mobile browser. How would I go about making this work? (It does however work on Android, tested it on Chrome, so that puzzles me even more). For each item that is clickable I have: function Gem(x, y, gemType){ this.gemType = gemType; this.spriteName = gemType.spritename; this.x = x; this.y = y; this.gemPhysics = GameManager.getGrid().addToGrid(this); this.gemPhysics.inputEnabled = true; this.gemPhysics.input.enabled = true;, this); } function listener(){ console.log("Touch!!"); if(GameManager.canInteract()){ GameManager.getGrid().canRemoveSameColour(this); } } And the game setup looks as follows: var gameWidth = 800; var gameHeight = 480; var game = new Phaser.Game(gameWidth, gameHeight, Phaser.CANVAS, '', { preload: preload, create: create, update: update }); //var gems; function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('star', 'assets/star.png'); game.load.image('star_blue', 'assets/star_blue.png'); game.load.image('star_green', 'assets/star_green.png'); game.load.image('star_red', 'assets/star_red.png'); game.load.image('star_purple', 'assets/star_purple.png'); game.load.image('star_lightblue', 'assets/star_lightblue.png'); game.load.image('star_black', 'assets/star_black.png'); game.load.image('star_boost', 'assets/star_boost.png'); game.load.image('reset_button', 'assets/resetbutton.png'); game.load.image('tile', 'assets/gridtile.png'); game.load.spritesheet('explosion', 'assets/explosion.png', 118.2, 118); game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; } var gameMngr; var scoreText; var isFullScreen = false; function create() { game.input.enabled = true; game.inputEnabled = true; if (!game.device.desktop){ game.input.onDown.add(gofull, this); } this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.minWidth = gameWidth/2; this.scale.minHeight = gameHeight/2; this.scale.maxWidth = gameWidth; this.scale.maxHeight = gameHeight; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.setScreenSize(true); // A simple background for our game game.add.sprite(0, 0, 'sky'); game.physics.startSystem(Phaser.Physics.ARCADE); // Grid var grid = new Grid(14, 10, 175, 100, 30, 'tile'); this.gameMngr = new GameManager(); GameManager.setGrid(grid); GameManager.resetScore(); // Start Game GameManager.startGame(); scoreText = game.add.text(300, 0, "Score", { font: "40px Ariel", fill: "#ffffff", align: "center" }); } function update() { //console.log(game.device.desktop + ", " + game.device.iPhone); scoreText.setText("Score : " + GameManager.getScore()); if (!game.device.desktop && !isFullScreen){ gofull(); } } function gofull() { console.log("Go Full!!"); game.scale.startFullScreen(false); isFullScreen = true; } In there I also attempted to try and force the mobile version to go full screen, but for some reason that also doesn't seem to work properly. All in all, I can't seem to trigger any touch/input events in a mobile browser.
  8. udia


    I created a quickstart application that I hope would be useful to some of you. It is a Phaser 2.8.8 quick start application that incorporates Webpack (ES6), and Cordova. It supports iOS and Android out of the box, along with all default Phaser supported web browsers. The code is on Github and is licensed under Apache V2. Enjoy!
  9. Can anybody explain me why pointer event (mouse and touch events) does not work in Edge browser ? It Works well with Chrome FireFox Opera! What is difference? Is there any better way to handle (mouse and touch events) in all browser same? You can try and see difference between Edge and Chrome/Fierefox/Opera in this example/game. (here I use hand.min.js) Is there any better alternative of hand.min.js ??? Is there any bug in Edge browser or BabylonJS's hand.js? Edge problem: When I release any of WSAD key it has longer delay only in Edge (Windows) Browser. Is there any batter way to handle (mouse/touch evnets) with javascript? greetings Ian
  10. My first game using phaser framework, presented it as my final year project, very humble and easy not much going on, just a simple platformer that's supposed to take away the fear of programming. Although i would suggest some ear muffs cuz the music can get pretty annoying
  11. jamespierce

    Tap Racer: Rogue-Lite Racing Game

    It's been a long time since I was able to finish a project of my own, but here it finally is: Tap Racer! Tap Racer is a mobile optimized game that combines rogue-lite elements with a racing game. While your car drives automatically you need to tap the arrow-buttons to switch lanes and find the fastest route as well as avoid obstacles. There are 10 race tracks from around the world and while they all have a unique layout they also have a different surface composition of: asphalt, sand, and dirt. You can preview each track, tune your car in the garage and then give it your best shot! Tuning your car correctly is crucial so you have the right suspension, wheels and body that give you the most advantage in the upcoming track's surface composition. Win 10 races in a row and you win the game on your chosen difficulty. But don't worry if you lose: you get to keep everything that you have unlocked to get an advantage on your next try! This is where the rogue-lite characteristic of the game comes into place. Controls: – Tap arrow buttons to switch lanes (if on a computer, you can use your keyboard's arrow keys) – Car drives automatically Features: – Rogue-Lite elements – Tune your car in the garage – Unlock new cars and hard difficulty Game Link: Play Tap Racer
  12. Hi everyone, I'm looking for feedback on my first game, Beehive Blitz ( It's a speed variation on the Beehive Solitaire card game. The goal is to remove all of the cards from play and beat your previous time. Or for people that don't like speed games, you can ignore that and play at your leisure. I think overall the game plays well. I've tested it in Chrome, Firefox, iPhone6 Safari, iPhone4 Safari, so feedback and bug reports on other devices would be great. It's responsive so it should look good in either orientation. This was built in Phaser. A mobile version of the game won second prize and will be featured in The Blur App this coming June ( Thanks, Mr. Fizzy Cool
  13. 🦉 Unique and smart animal puzzle, not just a regular sliding or jigsaw game. Nice collection of different wild animals with easy one finger control and beautiful vivid graphics 🦉 Hi guys, there is my new puzzle game. As usual made by Construct 2 , GUI and great animals collection from graphicriver, music from audiojungle, and little bit graphics by me by Inkscape Play in Browser (The WEB version a bit shorter than android and it's take some time for images to upload But in an android version the game starts pretty fast) : Google Play : 🦉 So I would like to hear your feedback and If you like it ❤ please rate ===================================================================
  14. Hi, I was wondering if someone had experienced slight differences in "offsets" using sprite2D texture and wether it might be related to caching. As an example I have a fairly small texture of 16*16 here in svg, but i tried also using png, same problem. That's the begining of the sprite texture zoomed in 4800% When using it in chrome with a code like this: const crossSheet = taskObject.cloneAssetIntoScene(R.get.crossSheet, scene) crossSheet.hasAlpha = false const cross = new BABYLON.Sprite2D(crossSheet, { parent: canvas, id: 'cross', marginAlignment: 'v: center, h: center', spriteSize: new BABYLON.Size(16, 16), spriteLocation: new BABYLON.Vector2(0, 0), }) cross.spriteFrame = R.get.cross_predict The texture is at the center of the screen here, in chrome the top misses 0.5px In Safari there is a difference in colors and width of strokes: If now I am using a 16,17 sprite size i get a correct sprite in chrome: But somehow it is seems worst in safari: Any clue ? Do you think it is related to the caching strategy ? @Nockawa Here is the link to the texture: Here is a playground, on the playground it is the BOTTOM 0.5px that get cutoff..
  15. Just a quick and small project, hopefully enjoyable. MTS Dunker - Take the Basketballs and slam them into the net. Click or tap on the ball, and drag it into the net. Simple as that. Had some feedback for the tutorial to show it in full, rather than use the arrow, so will eventually put that in. And to add some special dunking patterns etc. Didn't plan to give it an update but will do if it's loved enough just like every other project... Play it here (Mobile Friendly) - Umz Games Play it here (Mouse Only) - Kongregate All feedback is appreciated, and suggestions are usually written down and filed so when an update does eventually happen, your suggestion is put to use. Thank You. If you don't have time, or can't be bothered to leave a comment, hit the like button (if you like it), Thanks!
  16. Loon Ride, the epic loon game, has received major updates on all platforms! Collect loons, shoot cacti, and soar through endless mode. This game was made using Phaser. Read more about the game here: Play the game in your browser here: Get the game on Google Play here: Promo video:
  17. Hi guys, I load about 10mb of data for my game. But each time I refresh the page, everything has to be re-downloaded. It's like phaser can't save anything in the browser cache? Is there any way to fix this? Thanks, pyre
  18. Twitter - Subreddit - Dev Blog - Discord Hello my name is Sam, I'm also the lead artist for Super Combat Squadron. We're a small indie dev team trying to put out a lightweight browser RTS. It's been just myself and one other programmer been developing the game for about a year now but, due to unforeseen circumstances, the lead programmer has had to take a step away from the project for personal reasons. I'm still in contact with him for help in the transitionary period but I'm looking to replace him on the team with some new programmers. Currently we just completed our first internal playtest and got some good feedback from that, and the roadmap for the future was to push towards the first public demo, and then if the feedback looks good and things work out, were considering running a Kickstarter or other crowdfunding attempt to get the funding to take the game further. The ideal skill set we're looking for would include: Phaser and JavaScript (goes without saying). A previous title or some example of your work with Phaser. Possessing a strong focus on: Networking Pathfinding AI Loves and plays RTS or MOBA games a bonus. Your position in all this would be helping tackle some bugs and featured we identified and fixing some issues blocking a public demo release. We're trying to cut the fat and make it purely a bee-line to public demo release. As previously mentioned, I'd love for it to transition into a longstanding paying role through crowdfunding, worst case scenario we stop at public demo release if the interest just isn't there. If you are interested, you can contact me here, or at our email address:
  19. Hello I started playing with phaser, some time ago. But now i wanted to try something new, something like Websocket + phaser. And i stuck :/ So, i want to make multiplayer "Game" but i stuck, i cannot happen that game will be still working in background. It should be working that i m logging at 1st tab and sprite is apearing, than i m logging at 2nd tab and on first another sprite is apearing but on different position. So at the end, at the 1st tab will be 3 sprites, or more, depends how many tabs you will open. Sry for my bad engladno :/ I hope you understood something. My code: Client: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); var player; var cursors; function preload() { game.load.image('med1','client/assets/Unit/medievalUnit_01.png'); } function create() { game.stage.disableVisibilityChange = true; game.physics.startSystem(Phaser.Physics.ARCADE); cursors = game.input.keyboard.createCursorKeys(); game.input.mouse.capture = true; ws.send('NewPlayerJoined',nick); player = game.add.sprite(0,0,'med1'); player.nickname = nick; game.physics.enable(player, Phaser.Physics.ARCADE); ws.onmessage = function(data){ game.add.sprite(Math.floor((Math.random() * 100) + 1),Math.floor((Math.random() * 200) + 1),'med1'); console.log("NewPpl"); }; } function update() { if (cursors.left.isDown) { player.body.velocity.x = -100; }else if (cursors.right.isDown) { player.body.velocity.x = 100; }else{ player.body.velocity.x = 0; } if (cursors.up.isDown) { player.body.velocity.y = -100; }else if (cursors.down.isDown) { player.body.velocity.y = +100; }else{ player.body.velocity.y = 0; } } SERVER: const express = require('express'); const http = require('http'); const url = require('url'); const WebSocket = require('ws'); const app = express(); var players = {}; __dirname = 'E:/WebstormProjects/TestWorkingServer'; app.get('/',function(req, res) { res.sendFile(__dirname + '/client/index.html'); }); app.use('/client',express.static(__dirname + '/client')); const server = http.createServer(app); const wss = new WebSocket.Server({ server }); wss.on('connection', function connection(ws) { console.log("New Connection"); ws.on("message",function incoming(data) { ws.send("sumf"); }); }); server.listen(2000, function listening() { console.log('Listening on %d', server.address().port); });
  20. Hi Devs, we are searching for developer with experience on browser strategy game in html5. As well include all graphics for the Front. We need to Develop the same Mafia Browser Games or Footballmanager games, but for Develop in Europe Style and Strucutre. The Game is very simple but important is to develop it to a high quality for the customer eyes and europe standard and that is good responsive. Important Notes: -We will own all right on the game, code and graphics after completion -coders must have right to use and graphics, music, animations used in the games -Project time: 1 Month Remote work is totally fine for this job. Email can sent to I will give buy interest more information. Please give me examples of works of past. Ask me anything, or point out mistakes, thx. Elias
  21. Jabadoo

    Swipe Quiz : Hollywood

    Hello, here's my new game ready for playing. This game is also available for non-exclusive licensing. Visit Scratch photos of famous hollywood stars and quess who they are. Answer fast and receive speed bonus. Use coins to buy more time. PLAY NOW
  22. littlegustav

    Seven Deadly Seas

    This is a little game about ships; it is quite simple, but I would certainly welcome any feedback, particularly about the difficulty and progression (or lack thereof?). Here it is!
  23. Loonride

    Loon Ride

    Loon Ride is now available on Google Play, and in your browser! Check out our website at to learn more! Our very first tutorial on Phaser is available here for beginners. Loon Ride is an arcade game that requires navigating a balloon to avoid and collide with obstacles in the air. The objective is to travel as far as possible. Obstacles include cacti, which pop your balloon, and clouds, which protect you from cacti. Play a variety of unique levels, or get a new high score on endless mode. Latest update information: New levels, new buttons, and bug fixes! Technical details: Phaser, Cordova, and Crosswalk were used to create the app
  24. I've been building a little scene that is driven by a number of sound files (9) using this kind of code: sound1 = new BABYLON.Sound("sound1", "sound1.mp3", myScene, soundReady, { loop: false, volume: theVolume }); sound2 = new BABYLON.Sound("sound2", "sound2.mp3", myScene, soundReady, { loop: false, volume: theVolume }); sound3 = new BABYLON.Sound("sound3", "sound3.mp3", myScene, soundReady, { loop: false, volume: theVolume }); ... sound9 = new BABYLON.Sound("sound9", "sound9.mp3", myScene, soundReady, { loop: false, volume: theVolume }); function soundReady() { soundsReady++; .... } Everything worked nicely when I tested it on my XP machine in Firefox. But then I started testing it in a variety of browsers I have on my machines - and then I started getting problems. So Windows 7 - Chrome and Firefox only Windows 10 - Chrome, Firefox and Edge Samsung Tablet (Android 5 - "Lollipop") - Chrome, but only if repeatedly I clear out the browser cache. ( Drove me crazy for several days ) Today I found this list : Can I Use : Web Audio API Is that the best summation of the current situation? And is it telling me that Apple devices will be a problem without fancy coding? cheers, gryff
  25. I'm using GameMaker: Studio, and currently facing a problem with sound in Mobile Native HTML5 browser, Sound is Working in PC browsers, like FireFox, EDGE(Internet Explorer), but not working in Mobile Native Browsers, i have tested it in my Android and Windows Phone, Any help would be really Appreciated,