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Found 577 results

  1. Hi all, first post, and a Pixi.js noob trying to learn the ropes - so please be gentle! First off, I'm a designer by trade ( - shameless plug) but I have dabbled in coding over the years mainly on a UI Development basis (AS3 Scaleform, Flash, C# Unity). A lot of my work at the moment is casino games, and we've been looking for a modern alternative for putting these together. Previously games would be made strictly in canvas using sprite sheets and keyframed animations for the most part. I've started using Spine for animations, which in turn has led us to Pixi.js as front runner for a renderer (with most mobiles now supporting webgl). Phaser looked attractive, but not sure it would offer the low level access the developers would need to hook into the backend. My role really is to get a prototype together in some form to showcase animations, get the frontend together and roll that onto future games as we learn the possibilities. Previously tried Animate CC but webgl offerings are seriously limited I think there atm, so thought it was time to get my hands dirty! Javascript is also pretty new to me to be honest, so trying to get my head around it at the moment. I've got a very basic game prototype together, using GSAP for transitions (which I'm already accustomed to), but still struggling on how best to split a game down into classes if this is possible? All the script is in one js file currently, and was wondering if it would be possible to take a more OOP approach? (Can tell I'm used to working in editors and attaching scripts to components etc). So for instance, I have a spin button in the game that has 4-5 functions for the state of the button. Would it be possible to split this down into a separate class just for this button, and have them communicate with the main game file? Similar scenario with a few functions I have for preloading webfonts (based on Just trying to lay things out the best I can before I end up with a mammoth js file! Know this maybe pretty basic javascript coding to some, but if there are any pointers, or tutorials out there that cover this side of things, it would be very greatly appreciated! Thanks in advance!
  2. For anyone too young to remember, back in the 1980s there was this thing called LCD games. Before Nintendo introduced the GameBoy, electronics companies including Nintendo were making small handheld toys that used LCD crystals to display flickering shapes, the shapes could only be turned on or off. Using this crude form of animation they were able to create something that kind of resembled a videogame. Companies incl. Gakken, Tandy, Radio Shack, Sunwing, Tiger, Tomy called these games "card game" or just electronic lcd game, while Nintendo called their line "Game & Watch". Over the years hundreds (maybe thousands) of different games were created, see this site: Anyway, why do I bring this up here on html5gamedevs? There is this very cool site called pica-pic by Hipopotam. He's created playable versions of 26 of these games using Flash. -> Now I was thinking, this could possibly also be done using with html/js right? Ideally there could be some sort of lcdgame.js library, and then for each separate game you'd have just one html file and a javascript to describe the gamelogic. And maybe only 2 png images, one image with and one without the shapes, and the LCD game library is then able to cut out the shapes (also described in the js file as polygons) and display it on a canvas. It could potentially be kind of like MAME but for LCD games. Any thought on this?
  3. Coding for Fun with The adventures of the Pirate Robot Click here to Play the game The Pirate Robot can walk, jump, fight... but what the Pirate Robot like the most is to dig and find incredible treasures! Write the actions and join this programming adventure. 20 levels of increasing complexity to learn the principles of programming or just for having fun. Development notes: The game canvas is made with HTML5 and Phaser, and other technologies from the Eclipse IDE ecosystem are used to create the pirate robot language editor. Mainly provided by DSLForge . Some implementation details about the editor can be found in this post
  4. Bonjour, un petit jeu en cours de création, C'est un petit shoot them up assez simple, vous devez tuer des soucoupes volantes qui tirent sur vous. (elles ne sont pas méchantes) Des bonus sont à attraper sous forme de tomates lol N’hésitez pas à utiliser le formulaire d'aide pour faire évoluer le jeu. J'ai encore pas mal de bug, notamment le retour après un plein écran.... Boom boom space ## ENGLISH ## Hi, here is a little game i'm making, it's a small Shoot them up quite simple, you have to kill all aliens ho shoot at you, (they aren't bad) You can catch some bonuses which are tomatoes lol Don't forget to comment and give us ideas for improvements. I have still some bugs, like full screen mode...
  5. I keep getting this Error: 'Phaser was used before it was defined' from running this Code: Please see attached all code and errors
  6. Hello, This is my little game I recently made in phaser. Link to the game is It's a casual logic game with three modes to play and varying difficulties hopefully satisfying more casual players as well as someone who is looking for a bit of a challenge. Graphics are quite simple but I think it suits it pretty well. Some pictures of the game. So far I've tested the game in chrome and firefox and everything worked just fine. It doesn't have any mobile support yet. I would appreciate any comment you can give me. Thank you very much :-).
  7. Hi guys, my game was working fine, fluently, etc and I was expanding it. It's platform, where a lot of bullets are flying, also many spikes hang from the upper platforms. Now, when I add more spikes and more bullets, when the turrets shot them, the game drastically slows. Is too many object there? And what can I do to make it faster again? Creating spikes: function create_spikes ( x , y , number, angle, vertical) { for (i=0; i < number; ++k, i++) { if ( vertical != 'yes' ) { spikes[k] = game.add.sprite((x+i)*16, y*16, 'kolec'); } else spikes[k] = game.add.sprite(x*16, (y+i)*16, 'kolec'); game.physics.enable(spikes[k], Phaser.Physics.ARCADE); spikes.enableBody = true; if ( angle==180 ) spikes[k].body.setSize(12, 8, -14, -16); else spikes[k].body.setSize(12, 8, 4, 8); spikes[k].body.allowGravity = false; spikes[k].angle=angle; } } //ENEMY BULLETS ebullets =; ebullets.enableBody = true; ebullets.physicsBodyType = Phaser.Physics.ARCADE; game.physics.enable(ebullets, Phaser.Physics.ARCADE); ebullets.createMultiple(50, 'enemy_bullet'); ebullets.setAll('checkWorldBounds', true); ebullets.setAll('outOfBoundsKill', true); //ENEMY SHOOTING function enemy_shooting (enemy,type,direction) { if ( type == 'mortar' && enemy.alive==true) { nextFire = + fireRate; var ebullet = ebullets.getFirstDead(); ebullet.reset(enemy.body.x-20, enemy.body.y-20); ebullet.body.velocity.y=-200; if ( player.body.x <= enemy.body.x ) ebullet.body.velocity.x=-200; else ebullet.body.velocity.x=200; }
  8. Hi everyone, I just finished this little project that I call Room Walkers. You can play it here: In the top-left corner enter a name and click "Play!". Then a character will appear which you can control with arrow keys. When other players join you can see them and they can see you as well. There is no attacking or messaging in this game, just walking around. I used basic JavaScript Phaser with NodeJS "ws" library on the backend. Let me know what you guys think. woot.
  9. Hi! I've got a new HTML5 Game for sale called Webimon. Details below: Title: Webimon Description: Raise your pet monster on the web! Hatch the baby monster from the egg, and then feed it and interact with it. The choices you make will determine what type of monster your pet will grow and evolve into! There are dozens of animations and 8 different in-game web monster pets, which can evolve into the final 8 matured Webimon! License for sale: Exclusive (preferred) and non-exclusive. Price: Please contact me to discuss, if interested. Send me your quote and the type of license you want to buy! Other Info: Currently, the More Games link just goes to about:blank and the Publisher logos are all placeholders. Those will be replaced with your logo, if you buy the game license! The preload screen has a placeholder advertisement space that can be customized or removed if desired. Contact: Please contact me to discuss more, via e-mail : [[[ jtdispagma {at) gmail (dot} com ]]] You can also PM me if you want. Webimon Link
  10. Hello. We are an indie developer team Atatapp wants to sell our new HTML5 game "Ocean Pop". This game is an arcade puzzle with physics. The goal is to save the fish from the cell popping the blocks. But be aware of trash on the bottom! The game has 30 levels, all is unlocked right now for testing. All is ready, except the music/sound that is on development. The link to the game: Some screenshots: Small video: The game were built on Regards, Evgeny Prozorov,
  11. Hi, Infinitris - A massively multiplayer online falling block puzzle game, created using Phaser, React, and Koa. Here it is: Controls: Arrow keys and spacebar. Current Features: Classic .io style: Instant join - only specify your nickname and you're ready to play. Ingame chat (Press [Enter]) Grid that expands and collapses based on how many players are in the game. Horizontal wrapping when the grid is larger than the screen. Scoreboard Invalid block placement detection (needs work) Features to add: Spectator mode AFK detection Touch controls Minimap Mobile fullscreen Multiple game rooms Block collections and themes User registration to secure your nickname Facebook: Twitter: Blog: Please give it a try and let me know what you think! Pyre
  12. Hello everyone, my name is Sascha and I'm developing websites and games. Here on this thread I want to offer you some of my games. (step by step), if you are interested in one game, please contact me on All is possible, just to buy a single-use license, a single-use license with you're brand, a exclusive license (if not sold in another way until the request comes in), to buy the source code or graphic templates. Just contact me, I'm openminded for a lot of ways. The games offered in this thread are build with javascript and the frameworks jQuery and Pathfinder (1920x1080 | scaleable and fullscreen possible):
  13. Showcase of playing Perplexus Shadow Open 3D maze game on android phone Nexus 5x (it works also on tablet) Game works smooth! BabylonJS is great game engine for phone games! Here is Video (recorded with android app "AZ Screen Recorder")
  14. I'm happy to present to you Phaser Quest, a top-down real-time multiplayer adventure made with Phaser and Explore the map, find better equipment, fight monsters and defeat the final boss, alone or with friends! It was for me a practice project, and is a reproduction of Mozilla's Browserquest. Hopefully the source code will interest you, as the project integrates of a lot of Phaser features together (such as tiled maps, text input, tweens, animations, sound, click handling, camera management, etc.), as well as pathfinding using Easystar.js. It is also an example of how a Phaser client can be made to interact with a Node.js server using On my website, I have written a few articles about some aspects of the game. They are mostly concerned with networking for the moment. If you'd like me to write an article explaining how I accomplished this or that in the development of this game, feel free to ask, I'm always happy to help. In addition, I'm interested in any feedback you might have, it's always valuable, especially with future multiplayer projects in mind.
  15. Hello to everyone, I am new to Phaser.js and wanna create a Slot machine game with it as i requested to create the flash game in html5 canvas. After research i understand that is better to use either Pixi.js or Phaser.js framework. I have read the Phaser Getting started guide and did the small game with the tutorial but need some help, guide for my Real game. Am attaching a screenshot with game view. I need something to start with, like the structure and other stuff. Are there any limitations from the design point? ANy help is appreciated from game gurus. Thanks in advance.
  16. How to dispose a material on run time and dynamically create again. I want when my sphere material collide with floor material my sphere material should dispose completely and I want to create a new sphere material again. @Deltakosh @Wingnut @Dad72
  17. Hello all, I'm actually doing a service system to my company with Phaser. So then I want to export this, because the client will fill the truck with his stuff and I'll create a SAVE button to export this to my email or to a server so I can read what the client want to take in the change. Sorry for my english... Is there any way to do this with Phaser like i'm doing or you guys recommend me other framework?! Thanks in advance!
  18. haha, I'm a old developer I started to make game from 2008 1. 2008-2017, flash game 2. 2015-2017, h5 game This game is used these engine and tools 1. H5 engine, LayaAir, this engine is very wonderful, I just used safari to play it, this game will have 55~60fps 2. UI IDE, FairyGUI, I can't find other UI EDIT IDE is good than it, I can use it do anything, and it's very very easy, it has timeline like flash, and it has more useful components. I can use it make UI on diffrient size of mobile, yeah, just use IDE, not source. 3. Spine, 3D animation tools LayaAir and FairyGUI are from chinese company, but it has english language. layaair -> fairyGUI -> I hope you like my game, I hope I can find a good h5 game job, i can teach your team how to use LayaAir and FairyGUI, my email is Sorry, my english is not good. ^-^ first photo prove that I used h5 engine to make this game
  19. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  20. Hello, I'm very new to Javascript (and coding). I just finished my first game, a clone of Pong. I have it controlled via the mouse movement, now I'd like to add code that will let the user swipe up or down on a touchscreen and have that relate the to controls for the mouse. Any Help would be appreciated. Thanks in advance. Here is what I have for my mouse controls. window.onload = function() { canvas = document.getElementById('gameCanvas'); canvasContext = canvas.getContext('2d'); var framesPerSecond = 30; setInterval(function() { moveEverything (); drawEverything(); }, 1000/framesPerSecond); canvas.addEventListener('mousedown', handleMouseClick); canvas.addEventListener('mousemove', function(evt) { var mousePos = calculateMousePos(evt); paddle1Y = mousePos.y - (PADDLE_HEIGHT/2); }); } code help.tiff
  21. Our game is a runner, which has portals that sends you to a different time period and place when you run into them. I've made it so when you get in a portal, the code goes from one state to the other and create the world over again with different textures. But I have this issue that the player gets super speed after the portal. Like, I can run 10000px in the matter of 2 seconds speed. I have not been able to find out why so far, but with a couple of console logs I've notice both the old state and then new state updates are both running. So thought removing the run function in the new world state would work, but didn't make a difference This is the PlayState that the game starts in after you click play. var cursors; var playState = { create: function() { console.log("Play kjørte"); var mapLen = 10000; // Velg lengden av banen (i pixler) var posX = 0; // Make game here game.physics.startSystem(Phaser.Physics.ARCADE);, 0, mapLen, 600); bg = game.add.sprite(mapLen/2, 300, "sky"); bg.scale.setTo(1,1); bg.anchor.setTo(0.5,0.5); platforms =; platforms.enableBody = true; while (true) { var ground = platforms.create(posX, 535,"ground"); ground.scale.setTo(1,1); ground.anchor.setTo(0,0) ground.body.immovable = true; posX += 150; if (posX > mapLen) { console.log("posX mer enn mapLen, avbryt laging av ground"); break; } } player = game.add.sprite(100, 500, "character"); player.anchor.setTo(0.5, 0.5); player.scale.setTo(1,1);; game.physics.arcade.enable(player); player.body.gravity.y = 800; player.body.collideWorldBounds = true; player.animations.add("right",[0,1,2,3,4,5], 16, true); player.animations.add("jumpRight",[2], 1, true); player.animations.add("jumpLeft",[0], 1, true); player.animations.add("left",[0], 20, true); enemies =; enemy = game.add.sprite(8000, 505, "umbrellaGirl"); enemy.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(enemy); portal = game.add.sprite(600, 500, "portal"); portal.anchor.setTo(0.5,0.5); portal.scale.setTo(0.8,0.8); game.physics.arcade.enable(portal); tBuilding = game.add.sprite(9700, 535, "targetBuilding"); tBuilding.anchor.setTo(0, 1); tBuilding.scale.setTo(0.8,0.8); game.physics.arcade.enable(tBuilding); var timer; timer = setInterval(, 10); cursors = game.input.keyboard.createCursorKeys(); }, run: function() { //console.log("run kjørte"); player.body.velocity.x = 520; }, //Function to make camera follow character lockonFollow: function() {, Phaser.Camera.FOLLOW_LOCKON); style = 'STYLE_LOCKON'; }, update: function() { // code to for example, kill, move player and jump game.physics.arcade.collide(player,platforms); game.physics.arcade.overlap(tBuilding, player,, null); player.body.velocity.x = 0; if (game.physics.arcade.collide(enemy, player)) { player.kill(); game.state.start("lose"); } if (game.physics.arcade.collide(portal, player)) { = null; this.state.start("ancientGreece",true, false); } //if (cursors.right.isDown) { if (player.body.touching.down){"right"); } //} else if (cursors.left.isDown) { player.body.velocity.x = -400; if (player.body.touching.down){"left"); } } else { player.animations.stop(); player.frame = 12; } // Jump if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -400;"jumpRight"); if (cursors.up.isDown && cursors.left.isDown) {"jumpLeft"); } } }, win: function() { game.state.start("win"); //"win" was an invisible sprite the player collided with to trigger the jump to win.js }, } And this is the state where the world textures become Ancient Greece textures (after you hit the portal). var cursors; var greeceState = { create: function() { console.log("Greece kjørte"); var mapLen = 10000; // Velg lengden av banen (i pixler) var posX = 0; var timer; //game.physics.startSystem(Phaser.Physics.ARCADE); //, 0, mapLen, 600); bg = game.add.sprite(mapLen/2, 300, "sky"); bg.scale.setTo(1,1); bg.anchor.setTo(0.5,0.5); platforms =; platforms.enableBody = true; while (true) { var ground = platforms.create(posX, 535,"groundSand"); ground.scale.setTo(1,1); ground.anchor.setTo(0,0) ground.body.immovable = true; posX += 150; if (posX > mapLen) { console.log("posX mer enn mapLen, avbryt laging av ground"); break; } } player = game.add.sprite(100, 500, "character"); player.anchor.setTo(0.5, 0.5); player.scale.setTo(1,1);; game.physics.arcade.enable(player); player.body.gravity.y = 800; player.body.collideWorldBounds = true; player.animations.add("right",[0,1,2,3,4,5], 16, true); //timer = setInterval(, 0.10); cursors = game.input.keyboard.createCursorKeys(); }, /* run: function() { console.log("run kjørte"); //player.body.velocity.x = 520; },*/ update: function() { //console.log("update Greece"); // code to for example, kill, move player and jump game.physics.arcade.collide(player,platforms); game.physics.arcade.overlap(tBuilding, player,, null); //player.body.velocity.x = 0; if (player.body.touching.down){"right"); } /* if (player.body.position.x > 9000) { game.state.start("play"); }*/ } } My apologies if I could snip the code down a little, I wasn't sure what would be relevant to show or not with the issue I have. The game looks like this before and after portal: DemolitionDavid.rar
  22. Hi, guys. I Sell my html 5 games (non-exclusive) Engine: Scirra Construct 2 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. Contact Us:
  23. Hello everyone, I love to make games, but unfortunately i don't know how to make graphics for my games. This is the main reason of incomplete games. Is there anyone knows how to solve this? I am not looking for making "the best" graphics, but i just want to achieve moderate quality. Do you think can i learn some basic concept of computer graphics? Or must i outsource graphics design completely?
  24. Hi, guys. Try my new game! Simply flip the bottle into the air and score points by falling between the tables! Compete with players around the world! Play Online: Download for IOS: Download for Android: Features: - 10 bottles - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to Flip - Don't touch on tables - Collect diamonds to unlock new bottles Follow Us: — — — — — — More Games: —
  25. Hi, I'm trying to make a version of the Guess Who guessing game. I'm struggling with how to write the code so that the computer and human take alternate turns. Is there anyone that would be prepared to have a look at my code and help me. Im a student and only been coding a few years. This is my first post so apologies for any etiquette mistakes in the context of the forum.