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Found 16 results

  1. stauzs


    Hello, It has been a while since our last post here! MyGameBuilder was formed through a creative joining between the first versions of MyGameBuilder and MightyEditor. The main purpose of MyGameBuilder is to teach users game development in a collaborative manner, where more experienced developers can help others. If you are completely new to the game development you can: Play games - we have some nice user made games! Play with the actormap engine, which doesn't require any coding experience to make a game. Fork game and alter it to make it your own. Start taking guided lessons to learn programming basics, and even create a Phaser based game on your own, If you get stuck doing any of these things, there is usually somebody online who will be glad to help. After finishing the basic tutorials, there are some game related challenges to start practicing with. Main parts of MyGameBuilder: Graphic Editor - easily create your own pixel art, or import graphics here Actor and ActorMap - are part of the ActorMap engine, which allows you to build game without coding. It's as simple as assigning graphics to an actor, defining the Actor's behavior, and placing Actors on the ActorMaps to interact. Also, if you have used an earlier version of MyGameBuilder, you can import your game into the new version. The Map Editor allows you to build maps for your games. It uses the TileMap format so you can convert your graphics into tiles, and put them on the map.You can also import TileMap in JSON format or load TileMap directly into a Phaser game. The Sound Editor allows users to quickly create sound effects, like a coin pickup or a melee hit. There is also a music editor, which you can use to create background music for your game. Currently you can generate metal or 8 bit music, or import your own mp3 file. With the Code Editor, there is no limit to what you can create. The Code editor has a beginner-friendly code mentor which will show information about keywords used in the programming. Also it has JSdoc support so users can describe functions with JSdoc comments, the code mentor will pick those up and show as help info. Code Editor supports full ES6 JavaScript syntax and will automatically pick-up imported modules and share their info with the code mentor. The latest addition is our Hour of Code project: this is a gaming tutorial used in a worldwide classroom project that has users of any experience level program a dwarf character to complete game goals with basic JavaScript commands. Check it out here: And all of this is completely free! It would be really nice if you could share your game developing experience when you were a beginner: How did you begin? Where did you get all the necessary information to build a game?
  2. My Game Builder allows you to make games with JavaScript, Phaser, or no code at all. You can pull up your workstation from anywhere, at anytime, and work together on projects. There is real time "google docs" style collaboration. Any game you see can be viewed with full source to see exactly how every part was put together, and forked to make your own "mod" of it or to just mess around. Tutorials are included for art, programming, or whatever else you want to brush up on.
  3. _runner This is a Phaser.js Project full content in my repo currently this is how it looks and plays runner.js So this was, or is... a project that was supposed to be a very simple game that got out of hand. in the bad sense. anyway. It's not finished and barely working. This is the reason to this README, help! I need your help to make this happen. To check current status go to the bottom of this README. Intentions This is a Retro Arcade style game, the objective is to get a high score. 1. only one level that never ends It gets harder as the player advances. This is what I have in mind, if you wanna change it, do it two values establish the jumps; the score, and the lives you have. the different jumps are ranked in Tiers, once a certain score threshold is passed the next tier is unlocked and new, more challenging jumps appear, and easier onces go away. There's something I haven't decided yet. I'm not sure if adding a multiplier when certain score and number of hearts are met. But this can be decided when testing. 2. the player has 5 lives each time you touch a "bad" box you loose one life if you loose all lives, GAME OVER if you fall down a pit, GAME OVER Not sure about giving the chance of getting lives back or staking more. I rather not 3. score system there's two score values; the distance ran and the time past The time subtracts from the distance This is to penalize stopping. So if you stop running the time still subtracts. after the player dies death is inevitable once dead you can record your score and give yourself a 3 character name Epilogue I'm sure some things are not well explained, and something was left hanging. So don't hesitate on bashing me online telling me everything I did wrong. try to be constructive though. THANKS! Status (4/10/17) The game uses Phaser and right now it's just one level with no loading on start screens so when you start the only thing that appears is the level per se. As said, this is just one level, and it's not where I wanted the project to be at. The real objective was to make this an endless runner. To make it an infinite level that goes on and on until the player dies. This is where this thing is at, right now: only one level no landing page "harmful" boxes are harmless and with no collision. Problems with tilesets and layers can't die no animation when jumping no animation when bumping into something
  4. Henrique

    Pk Framework - phaser based

    >First of all: Sorry for my shitty english... I created this collaborative framework not with the intention of remaking the library(phaser) but organize code and the development environment. I separated in three parts: > Pkframework (github project) The framework itself // need to documentation @todo > Pkframework exemples (github project) Which will be both the repository of examples as the initial development models > Pkframework client (github project) Install the initial models and make them work (webserver, auto typescript compile/deploy, liveload, etc ...) I have some goals: > Development time - Quick installation of an initial template. (Pkframe init -p <example-dir>) - Modular, exensive and reusable code. Create your own lib and / or packages. > Simplify some concepts and create easy way to make somethings: - Layers (@done) - Paralax (@todo) - Pass parameters between states in a clearer way (done) - Events function as (actionscript like) [listener / handler] (done) - Prod / Dev env, deploy and configuration (@todo) - Premade UI layers, boxes, talkbox (@todo) - Integrate external apis (facebook / twitter) (@todo) > Export to mobile My next step is create something like: pkframe export --platform=android --release Export your project using cordova and generate a apk. (Or xcode project for [ios]) > Organizing the development environment If you get the code from another programmer, and this game was made using the framework, it will have a structure pattern. Which also makes it easier to work with someone. > Make It Simple! One of the things I love about the phaser is its simplicity. I started only with the framework, but I managed, through pk-client, to work with 2 commands. You no longer need to worry about apache/ngix, typescript compile (or prototype native js), and no browser refreash! A very similar environment with ionic. Only you need if NodeJS installed and pkframe client: - Install nodejs - run [npm install -g pkframe] Ok, now to install one of the initial templates or examples just need to run: - [pkframe init] // in an empty folder | default get a basic example/template | you can use [-p layers] to see another littler more complex example - [pkframe go] // to run all the rest // for some reason, only the first time i run [pkframe init], a get a error but, on the second attempt works. Dont give up! With the server running(simple local httpserver), each change in the code will compile the ts(auto tsc -w) files and refresh the browser(liveload). I wonder what you think of the idea? How is a fully open source project, I thought of something collaborative.
  5. Hi all, I'm pretty new to game development, but am eager to get started. I'm looking for an artist that could be a partner/collaborator whom I could bust out a few simple, but high quality games with (probably in HTML5, and maybe publishing on mobile platforms?); and, if we work well together, possibly form a more long-term working relationship. The idea wouldn't necessarily be to create the next million-dollar mobile game (although I'm definitely not opposed to that) but more to build up our portfolio, credibility and experience. Because of that, the partner I'm looking for probably wouldn't be a "professional ", but would probably be in a situation similar to my own. If this sounds like something that you'd be interested in, please PM me! Thanks, Chad
  6. Hi, Looking for a good coder to collaborate to work on somewhat small arcade game. The game requires - resizable, so it can adapt for different device resolution - screen shake effects - familiar with math. so you can make chasing algorithm and that spike ball bumps of the walls(see animated gifs). - intagrate buyers API if necessary - flexible sprite animation - preferably able to make the game as a mobile app The basic concept: In the game the player dodges from the demon who folds into a spike ball. Sometimes he unfolds and make special attacks. There should be 5-6 special attacks. One example in gif animation below. Game becomes harder by time. The demon moves faster and makes attacks faster and also starts to throw more attacks in a row. When player dies from touching the demon or his attacks there is death event happens. Example of touching the demon in the gif below. Special attacks should have different deaths(some could be similar as his attacks mostly a different type of fire attacks). P.S. I am also open for collaborations or a freelance job. Attack example Death example:
  7. Hello, I am looking for an artist to collaborate with me in making games. Currently I have plans of making 3 games and here is the portfolio of my games. I have also made other games, but they are not online. Let me know if you are interested!
  8. Jimaginary

    Hello, World!

    Hello html5 game devs! I'm a software engineer in between jobs right now looking to do some extra work on the side for cool projects. My background: I grew up in NJ, got a mathematics degree from Rutgers U and have been working as a flash developer for the past few years. I was sad to see actionscript 3 fall out of popularity because I just thought it was a really pretty-looking language. Over the years I've used it for desktop games, video players, real-time socket connection mmo games, starling mobile apps, database connections, spinning up servers, basic banner ads, 2d animations.. Anyway, I'm all about the javascript /typescript life now. Recently I've been really into Angular for building websites and browser "webapps" and phaser for games (or webapps that are less DOM-ish). I'm just an overall intelligent guy who loves talking about programming and building stuff. I'm really looking to join a group for a hackathon or gamejam in the NJ / NYC area, but I'd also be interested in working on open source projects. Thanks for reading. You can also find me tweeting about js things on twitter @WebWhizJim
  9. Hi, I am looking for a html5 programmer, collaboration game work Here is my portfolio Concept and idea we can discussed and decide. Thank you
  10. I've created a Board game using only HTML5/CSS3 and Javascript (some JQuery). It's in playable stage but definitely not optimized for different browsers or mobile. So i would like to collaborate with developers(you) and finish this game and release it. here's the game. Check it out: If you have any interest to be part of this project. Please mail me and we'll discuss. Here's my mail:
  11. Hi..! I want a graphic designer as a 50% partner in new html5 game you can check my work If interested then let me know at
  12. Hi! My name is Tom, a Norwegian 2D game artist with 4 years experience. I'm looking for an experienced HTML5 game dev (need some links to sold games) to team up with. I'm looking for a longterm partnership (50/50), I'm not just some game artist who can work for rev-share when needed. You have to speak understandable English (for skype) and be over 18 years old (for contracts and other legal stuff). What I can offer: - 2D game art in a wide range of styles ( - Brainstorming/ideas, feedback and testing. - Sounds and music( You can contact me at: or use this thread for questions.
  13. We are currently looking for HTML5 games for licensing and HTML5 game devs for partnership. We have standard requirements such as in-game music/sound, tech support condition, in-game modification, etc. If you have a game library to share or any partnership offers, please email me at:
  14. Hello Everyone, The company I work for is called Qrezy, and we're looking to collaborate with a few html5 developers that are interested in spreading their games offline. We have created interactive logos and products, that will allow anyone with a smartphone to easily connect and enjoy your game. It's difficult for any mobile game to gain attention in the high saturated online world, that's why our focus is connecting the physical and digital worlds in one simple and fun process. Our goal is to make mobile entertainment quick, simple, and artistic. We are currently beta testing our new product "Qrezy Pass" and though we have worked with a lot of musicians, we would like to expand with gaming. Here is a brief video of how our technology works in regards to music: NFC Functionality Video (Front of Pass) Interactive Logo Video (Back of the Pass) If you are interested in collaborating with us or have any questions, please feel free to email us: or contact us through our website: Thank You
  15. Rune

    Experiment 12

    I recently took part in a collaboration with a bunch of other devs. The result is Experiment 12, a 12 chapter chain game...where each person played the previous games in the chain and had 3 days to make a game. My chapter was made in HTML5, and so was Chapter 3. You can play my chapter, Chapter 11, here. Or you can download the whole thing here