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Found 38 results

  1. [Released] Loopy Fishy

    Loopy Fishy, the swimming, bouncing, flip flappy, loop-the-looping fishy game. Be sure to swim through the hoops, if you miss three loops, or swim off the bottom of the screen the level will end. Dive through the Loops, or Loop-the-Loop and go through them backwards to be sure to collect the Golden ring bonus. Golden rings are the currency of Loopy Fishy, collect enough to purchase new fish, and progress to harder challenges. Available for Licensing for your HTML website, also available as Adobe Flash (Viral Primary and Site Lock Secondary Licensing) Get it touch through ) Portfolio Page : Play it Now, Embedded HTML Page : Full Screen (and mobile web) : Google Play : Amazon App Store :
  2. Hello dear community, I have just pushed a new version of Babylon to NPM. 3.2.0-alpha2 has a bit of changed package structure, which is, in general, transparent to the regular user. You will still be able to do the following: import * as BABYLON from "babylonjs"; What's new and exciting about this release are the extra modules that were added to this package. Babylon's npm package now contains commonjs and es6-ready modules, including typescript typings (for the commonjs modules). With the updated package you could do the following in TypeScript (and JavaScript): import { AbstractMesh, Scene, Vector3, Engine, Mesh } from "babylonjs/core"; import { ArcRotateCamera } from "babylonjs/arcRotateCamera"; import { HemisphericLight } from "babylonjs/hemisphericLight"; import { MeshBuilder } from "babylonjs/meshBuilder"; var canvas: any = document.getElementById("renderCanvas"); var engine: Engine = new Engine(canvas, true); function createScene(): Scene { var scene: Scene = new Scene(engine); var camera: ArcRotateCamera = new ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 2, Vector3.Zero(), scene); camera.attachControl(canvas, true); var light1: HemisphericLight = new HemisphericLight("light1", new Vector3(1, 1, 0), scene); var sphere: Mesh = MeshBuilder.CreateSphere("sphere", { diameter: 1 }, scene); return scene; } var scene: Scene = createScene(); engine.runRenderLoop(() => { scene.render(); }); window.addEventListener("resize", () => { engine.resize(); }); This will be using the commonjs modules available in the babylonjs package. The file generated (using webpack) will be roughly 2.2 MB unminified (which is an improvement to the 4+MB unminified Babylon file). To use es6, simple add /es6 after the module name. for example: import { AbstractMesh, Scene, Vector3, Engine, Mesh } from "babylonjs/core/es6"; I have worked a lot to make it work correctly. But there are (probably) many things I did catch. Please: Be patient! it was just released, there might be a few bugs. Use it, abuse it, make it fail, and let me know when it did! I want to fix all bugs until 3.2 is officially released I will write a detailed documentation page about how to use it. For a list of modules, you can refer to config.json in our Gulp directory (until I finish the docs) : . Add "core", being the most important package there is. Enjoy!
  3. 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:
  4. A Game (By Shadownat3

    This is a small game I made when I was bored, I hope you enjoy and have a little fun..... link to game - Follow My twitter Follow my account
  5. Hello there! I'm Zombie Derby arcade racing game series developer, and I'm gonna make you an offer you can't refuse. 3D side-scrolling shoot-em-up, ZD and ZD2 have multiple modes of play including an endless survival mode and a random races. There’s plenty of destructible environmental elements as well that are guaranteed to help you let off steam after a long day. Not just strategy or advanced gameplay here: but also raw, bloody fun. Here are the links to give you an idea about my games: Both of games are optimized for WebGL: Zombie Derby 1 (WebGL): no public link. Zombie Derby 2 (WebGL): And I'm ready to bring my games to you adjusting them as quick as you'd like them on non-exclusive license for advanced fixed payment. Contact Us: Contact form:
  6. My first HTML5 Game, (So exciting! ) Every since playing the famous revolutionary game, I was inspired to create my own "io" game, so here it is! I took the classic version of Snake, and made it multiplayer (Server may take a while to connect, and a bit laggy due to it being free from Heroku) Basically, what I want to know is (preferably 1-10 scale): Do you like the concept? How easy was it to understand how to play? What would you add/change? Any bugs? (For now, may experience lag) What do you think of the name of the game? Anything else that comes into mind, please add! Gameplay Objective of the game is to eat the gray squares causing you to extend your length, while avoiding crashing into yourself, or others. Become the longest of them all! Controls W or ^ - Up S or v - Down A or < - Left D or > - Right Enter - Chat Hope you enjoy this as much as I did making it! SCREENSHOTS Screenshot (1) Screenshot (2)
  7. Ship wrecked Creatures! Save them all and collect as many stars! 250 exciting levels beautiful graphics 5 difficulty levels It works on all devices running IOS and Android fun music and voice creatures Many hours of gameplay For licensing to write to the email:
  8. playable prototype

    Hi all, I have decided to place a playable prototype desktop browser, to fire missiles with "space" rocket with "x", to canon fire and move with mouse, it's graphics programmer; if you can play it with headphones you will be better. Appreciate your feedback
  9. So I just had kinda a cool idea would anyone be interested in trying out a game of telephone on the playground with who ever becomes active on this thread. Bassically it would go like this. We vote first on a inspiration word that is the only information we all have in common on the project. We establish a quick order of turns for participants and then from there start going down the list. The person who's turn it is gets to add a certain amount of lines (well establish that later) and modify a certain amount of lines then post the link to the playground on this thread for the next person to take their turn. The other rules would be no comments on your code and no hints to why you added it. The person who's turn it is, will have figure that out and continue the project how ever they see fit. when you submit the playground link for your turn there can be no compiler errors this means if you have to not finish your function so an error does not drop then that's just what it is, let's hope the next person picks up your flow. the end result being, hell I don't know... Any takers?
  10. Hi, My name is Dorian, I’m a french entrepreneur and a developer. I develop with three other friends the product PERIFIT. OUR PRODUCT PERIFIT is an innovative product designed to help woman to re-develop their pelvic floor at home (the pelvic floor is a set of muscles which support the main organs of lower body, and control urine, gas and stool). After childbirth pelvic floor can be less tonic and fresh mothers can suffer urine leakage. They can do exercises with our product and train these muscles to prevent troubles. The product is made of a probe to track pelvic muscle contractions and a phone game that help the user to train in an interesting and playful manner: muscle contractions make the avatar goes up and down… · To see the game in action : · For further information about our product : OUR NEED As you can see in the video, the game is advanced. Now we want to add features and improve existing ones. Our game developer doesn’t have the time to work on the project anymore, and we are looking for a freelance to help us on it! For instance, our short term needs are to: · Remove the jerky effect o FPS is good, between 50 and 60 fps but that’s like if the design was “trembling” · Enable the possibility to parameterize different kind of exercises: o Exercises are a sequence of “patterns”, themselves made of “coins”. The game have only one fixed exercise right now, and we’d like to enable the possibility to generate exercises by a set of parameters (sequence of patterns) · Modify the avatar movement o It currently exists 5 thresholds where the avatar can stay (it is like “magnetized”). When the avatar change threshold, the movement is smooth, but when you change several times in succession, it’s not smooth. We would like to redefine this movement. · Add a “pause” screen o Remove the current buttons “Quit” and display a “pause menu” when the user clicks on “Pause”. The menu will have 3 buttons : “Play”, “Calibrate the probe” and “Quit” · Add music and sounds when the user catches a “coin” OTHER INFORMATION The game is developed with Phaser.JS. IF INTERESTED If you are interested by this project, could you send me: · References · An price range estimate for these 5 evolutions · Your day rate Please feel free to contact me if you need further information on the project or to estimate the cost. Greetings, Dorian
  11. That Moment When...

    That moment when... you are working on a clients web application and magically get a Access-Denied warring, so you freak out log into, cpanel to check access rights and realize your client just wrote over the entire database without backing it up... Resulting in time to type an article... Recently I have started to think more about the connection between the perceived physical state of reality and its relation to modern developments in science, math, and technology. Current trends in research have started to allude to some sort of logical structure to everything. The battle between Idealism vs Materialism is quickly coming to an end. Proof of quantum entanglement and the advancements in the Double-Slit experiment have almost blown the doors off of the premise that reality creates the act of observation. In addition to the discovery of logical language structures in DNA and string theory (real citation needed) we have to start taking a closer look at our ability to create "Universes" digitally and how they mirror our own physical one. , I'm not going to get into the whole matrix theory stuff or any of the this proves God discussion. But I would like to touch off on a few points in order to pose an accurately based question. To understand most of this we have to first have a basis in two basic trends in philosophy. Materialism put into simple terms is the physical elements that comprise us and our environment are what gives way to the ability to think, more simply your brain gives you the ability to make thoughts and observe reality. Idealism simplified to the same standards is that our thoughts and the act of observation creates the physical materials out of necessity... basically because we think reality is constructed for us. They are polar opposites, if one is true then the other absolutely can not be. Out of these two, the second of Idealism has started to gain more traction as academia has started to gather more then a justified burden of proof for its validity. If we take a closer look at the implication that observing reality creates reality we can really start to draw some good similarities to a modern method of programing that handles the Procedural Generation of content. When we procedural generate we can use pseudo random methods to create information all at once to a finite amount, or we can set up dictating a set of rules and logic that creates the information we need at a certain "reference point". This process can extend to any number of dimensions, most commonly 2D-3D with an optional reference to time (for most generalized purposes I consider time to be a 4th dimension) . Another similarities to modern programing is the concept of instances. If we look at the basic structure of everything they are indistinguishable of themselves, meaning they are exactly the same; your computer, your car, you, water, rocks, plants, animals, air, energy, EVERYTHING is comprised of the same instances. It is the composition of these instances and how they relate to one another that give everything their individual properties. This gives the old saying "We are one" a new more physical meaning. If there are only so many basic blocks then that means every state of every object in our entire reality is calculable. The structure of which seems to be governed by sets of standard equations like Pi, e, Golden Ratio, other imaginary numbers and constants with a "standard error" deviance. I find it also quite odd that as we look farther and father out from our observation point and disregard scale and do the same looking inwards, we find that the two mirror one another; take a look at this old video from IBM (pretty cool stuff). Anyways you are made up of more empty space then you are solid... and actually you have never really "touched" anything in your life including yourself (but that's a whole other discussion) Given this information it is hard to not start wondering if a system like what we understand as a "computer system" is similarly in charge of our Universe. All that aside how could we use this idea to help better shape our own principles of programing? First thought that came to my mine is replicating an infinite amount of detail in both directions of scale, that are only processed as the "viewer" needs it. A para-type would be when we look at the double slit experiment. There is an set amount of possible locations that a the physical particle can occupy in space and before the act of observation these possible locations manifest themselves in the form of a wave presenting a distortion wave, as opposed to a scatter plot of exact locations. This is a very interesting premise, and I believe can be developed in a simulated environment. What this would achieve though yet eludes me. Given the idea of being able to repeat levels of detail over an infinite range of scale though does get the wheels turning... Lets take for example you have a viewer or a camera, this is your given reference point, from this point we could set a initial scale setting (which from here on out we will call the 4th Dimension) so that our system knows the viewers current observation in 4D since and have an understanding of what sort of content to render. It is from this base setting that you would have a number of rules that extend how every many levels up or down from that initial 4D point. The act of observation through these levels would be limited to a certain number of steps; There is no way we can wrap our minds around the scale of the cosmos or the details of microns but in our point of observation they still are there just not to the level of detail or comprehension that makes them applicable other then aesthetically, yet their residual effects do trickle over at both a macro and micro level. Once these rules are exhausted (you reach your limit up or down) you would simply iterate back over from the opposite side with the scale being directly in relation to the increment of this level. Simply put your smallest iteration gets scaled up to be the next iteration above the largest you have defined or vice versa onward to infinity. The idea of you are just a speck in a giants eye and a giant is just a speck in your eye become true. At this point though the level or Dimension you are in is finite and calculable the extending layers that you could travel through within this 4D structure would go on to infinity. This all might just be some pseudo logic magic bean stalk bs, but I kinda feel the idea has some validity though the application may not fulfill expectations. If set up correctly why could we not spawn entire universes, not even universes but entire dimensions that in essence could be hands off in their evolution. Even a simple model could become something complex and almost intelligent in nature. A good control test for this would be to set up global rules for the system (the physical properties that play effect, gravity mass etc. [if they even do in your system]) the properties of what ever materials are present, the quantities, then your rules for constructing and traversal effects of the 4th Dimension (the scale position) with very limited settings that you could then extend on. So two or three "particle types", one or two physic rules (time, gravity[which then you would need mass and what ever else I have not thought about the trickle down effect of physical rules]), and three scale levels that only extend effect to the ones next to them, set origin point set quantities of your particles (instances of tangible stuff: photons, electrons...) and hit go. I have a sneaking suspicion even a super minimalist model would para-type our known model of our system we occupy known as "Reality". There is so much to discuss on this topic but as it is I need to get back to work repairing the damage my client did to our product. Thanks for your time, and if anyone else has a That Moment When... they would like to share I'm sure others would love it! PS. SORRY FOR ANY TYPOS OR SPELLING THIS WAS OFF THE TOP OF MY HEAD DURING A BREAK SO YEA... hint hint:@Wingnut
  12. The story began when my very old game got Greenlit 3 years after submission and I've decided to make a HQ remake. «Fly, Glowfly!» is an unusual logic game – a combination of the level editor, arcade game and labyrinth. Your goal is to help Glowfly to collect all bonuses on the level and reach the finish by placing different blocks on its way. In the beginning this game will resemble some puzzle, but next levels are almost hardcore - you need good reaction to win! Lots of different mechanisms, work of which is required for completing levels, makes the game addictive, different and sometimes even hardcore! Right now there are demos for Windows, Android and WebGL (the last one is not optimizet for mobiles yet!): WebGL Windows Android Video: Screens: Any feedback is highly apperciated P.S.: Although this is HTML5 games forum and I have HTML5 fully functional (beside some GFX) demo, for best experience check out Windows one.
  13. Time to have some fun. Post Screenshots of what you are working. Talk a little about the project if you want. It's a basic TD. And a sprites preview panel to adjust animations fps, hit box, pivot point etc.
  14. Hey guys I've been working on a multiplayer online game with phaser, node.js,, and as a database service for a while now. The game is called Onyx Map, it is still very much a WIP. Check out the current version of the game here: the way it is right not you have to complete a simple registration to track your username in the game. The game is a massively multiplayer online exploration platformer, but in it's current state there is not much exploration (read: no exploration at all). You can use the dummy account: username: frank password:aaa to test the game. Be aware if someone else is using the account it will not work for you and you will have to register for a username. The main reason i'm posting on here is because I just finished documenting an open source basic version of this game that is very easy to understand and use for someone who is interested in writing their own mmo in phaser and node js. The source is available on github: Looking at the source of the current version (onyx online) using control+u makes it fairly clear how I implemented certain features like chat and names to this open source version. The client is based off the excellent Phaser beginner platformer tutorial. Hopefully this interests and/or helps some of you! Thanks for taking a look. Feedback is greatly appreciated
  15. Astro Chain

    Long time no hear! There is new game from Black Snowflake Games. Astro Chain is a puzzle HTML5 game with juicy colors, calming sound and 20 challenging levels. Play: Testing is highly appreciated Avaliable for exclusive and non-exclusive licensing. For licensing questions please contact Regards, Filipp.
  16. Super Chibi

    Add this fun cute little adventure "Super Chibi" game on your website.
  17. Phaser mini games!

    Hey everyone! I have been making a bunch of mini games for a startup called and we are using phaser! So far it is just me and another person so the games are very simple, quick and of course fun. Another bonus is that you can see how well you did against everyone else in real time! Go to and check out the games. There is a game scheduled to be played every hour or if you want, create your own room and challenge your friends in real time! Let me know what you think of the games! I would love some feedback
  18. Flappy Eros

    Flappy again Flappy Eros uses base gameplay of Flappy Bird, but has much more features like collecting items and bonuses, purchasing upgrades and earning achievements. Play game (HTML5) - The game also available in mobile markets: Google Play Apple App Store Windows Phone Store
  19. Hoppers Adventrue

    Taking on an adventure one hop at a time. You are a cute lonely bunny searching for your missing Easter eggs. Traverse hazardous terrain while solving puzzles and dodging an evil foe before time runs out! Use Arrow Keys or WASD for movement.

    Hello, I'm developing online games, at this moment I published my first game, and soon I about to release a few more and interested to show you my games The first game is called THREE CHICKS AND LOTS OF BATS, and it's a cute one. Link: Thanks, ITZIK
  21. Cube Fall

    Cube Fall A remastered version of Cube Fall with new gameplay mechanics, updated graphics, new features, and smoother gameplay. Tap and drag cubes into rows to increase your multiplier, start a combo, and score tons of points! Clear the board and place cubes in power bars to score massive points! For the best experience play Cube Fall on your mobile device! Play Cube Fall Please post any feedback bellow! It's highly appreciated.
  22. Haunted House

    All My Own Art and Code. (with framework, createjs). Not looking to promote, maybe too soon to post but Couldn't help it! Having such a lot of fun making this game ! Lot's of work ahead so comments and feedback extremely welcome, Let me know about the soundtrack too! Sound is vital too me I spent ages fiddling around with it - also lots of fun. BOO !
  23. Blockenstein is a very simple yet challenging platformer where players complete levels by jumping over blocks. The game currently has 100 levels that will easily provide the player with a fun and challenging experience. Blockenstein is a free web game built in Html5 with phaser, meaning that you can play it from a browser on almost any device! You can play it in your browser right now at Feel free to let me know if you have any feedback/suggestions or even any questions.
  24. Jellyfish Rescue

    Hi everybody, I want to present you our new game. An evil bunch of fish appeared in the ocean and started eating small jellyfish! Help them! The layers of jellyfish protect each other until they turn into a big strong jellyfish and embark on its own adventure. Collect bonuses, unlock difficulty levels and achievements. Controls: mouse only. Play game! Any tips and testing results on mobiles are apperciated
  25. Psychedelic Miner

    Psychedelic Miner Hello, I've got a new very simple, yet fun game, very much like those popular nowadays. You need to tap right colour buttons at a right time. It's not yet finished/polished, but really like how it looks already. Feedback and business offers are welcome. Screens: Play the game