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Found 737 results

  1. Hello everyone, I want to present you my new game, "Infinity Golf". Play the game online now: https://odiusfly.com/portfolio/infinity_golf/ More games available on my website: https://odiusfly.com/ This game is available for licensing.. If you are interested, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Best regards, Kyriakos
  2. DavideGamer38

    Retro Racing

    Hi this is my game, it's made using construct 3, it's a race game. https://www.indiexpo.net/it/games/retrorace
  3. 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 LINK: http://hitek55.ru/islandsofcreatures/ For licensing to write to the email: htmlgamedev@gmail.com
  4. If you have your own website - we provide unique games to host on it for free. Our games are on the link. https://dl-girls.com/index.php?controller=index&action=own Direct link to the game is under the game. We also consider offers of mutual exchange of games with other sites. Themes are games for girls, puzzles are also allowed.
  5. Hello everyone, I want to present you my new game, "Cats VS Dogs". Play the game online now: https://odiusfly.com/portfolio/cats_vs_dogs/ More games available on my website: odiusfly.com This game is available for licensing.. If you are interested, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Best regards, Kyriakos
  6. If you need a real tutorial you can have it for free with Gdevelop. You have to pay for some lessons on Phaser on the other hand. It nedds no coding. It has full potency. You can publish on android. It is free. Has many tutorials MIT created it!!!
  7. I am developing a game which is based on waste segregation. something like this( https://play.google.com/store/apps/details?id=com.letssegregate.game&hl=en ). but I am facing a problem with the collision with the bins. I need help.
  8. Hi everyone. For the last few months I’ve been working on a simple HTML5 2D side scrolling action game called Theraxius. It's nothing new and revolutionary, it's more like an evolution of different technology. The game also includes a level editor so you can create your own levels. Engine (all game logic and level editor) is written completely in JavaScript, no download is required. Just load and play. Level data (stored in JSON format in the database) is exchanged thru Ajax calls. Server side is written in PHP. All images and sounds are preloaded from the server before play. The game uses HTML5 features like canvas, Fullscreen API, Pointer Lock API, Audio,… At this moment only Chrome and Firefox are supported. The game is meant to be played on PC, phones and tablets are not supported. In the next weeks I’ll try to post some videos, try to add registration (for newsletter and later for public test). Release date: when it's done Official page: theraxius.com Screenshots (for bigger images, please visit official page):
  9. Hello everyone, I want to present you my new game, "Vortex". Play the game online now: odiusfly.com/portfolio/vortex More games available on my website: odiusfly.com This game is available for licensing.. If you are interested, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Best regards, Kyriakos
  10. This is a game I created using Phaser3 for my final project at my coding bootcamp last year which I converted from a Pygame version I created in the early weeks of my bootcamp. You could find a youtube video preview of the game at https://www.youtube.com/watch?v=YZhNVVPbvzI. The actual game that can be played is located at https://jablonskiwebdevelopment.com/rpg/objalinsk. You will need to create an account to play as your stats are saved for if you want to return to the game. (I ask for an email during signup but you could provide a fake one if you do not want to provide a real one as there is no email verification). The game is mostly complete aside from a few parts of the map that just randomly end. You could fight multiple enemies who all have different special attacks and buy items from the store at the beginning of the game.
  11. Hello, I'm Kyriakos from OdiusFly Studio. I have 10+ years of experience working as a freelance game developer and graphic designer. If you have time please take a look at my portfolio: https://odiusfly.com If you are interested for game license or freelance work, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Thank you!
  12. Hi, Friends. We have new HTML5 game for sale - Put Bacon Now Non-Exclusive - 500$ and Available Exclusive license - 2000$ (!!! LIMITED TIME !!!) for: 1. WebSites & Marketing 2. Instant Messagers 3. Android & IOS Play now: http://buy-instant-html5games.com/put-bacon If you like this - just send your offer on 📧 licensing@buy-instant-html5games.com
  13. Hi Everyone, I want to create same thing like this in phaser 3 using graphics library or by any other way. I cannot find compatible code for replacement in graphics library. Any help will be highly apprecited https://codepen.io/kangax/pen/dajwE Many Thanks
  14. Awesome HTML5Dev community..: BABYLONJS on STEAM!!! Appreciation for BABYLONJS and HTML5GAMEDEVS ... special thanks: The game is called BOXiGON: https://store.steampowered.com/app/842490/BOXiGON/ GOAL: the entire purpose is to TEST THE HTML5 MARKETPLACE. Including: - attempt at FaceBook "Instant" - "MS App Store". - and braving the "HTML5~Portal~Jungle"!!! PURPOSE: figure out the "3DWebPipeline" then BabylonJS (Cinematics) "Episodic Visual Novels" - ready to roll. Post here if you have questions or comments. BABYLONJS TEAM Thank you,
  15. Megabyte

    Zombie hunters arena

    25 kb · Done Hi. Some time ago i have ported my old multiplayer flash game in to HTML5. You can heck game out here Game made on my HTML pixi based visual editor (thing-editor). Engine is in beta yet, some things is not finished, and timeline need refactoring. : ) Game works well on mobile, in landscape/portrait mode. Has virtual onscreen controllers. But no sound yet. I really stuck with sound and music.
  16. Play "Offerlings" in your browser" For the game jam Ludum Dare 43 we decided to try out BabylonJS. We knew we wanted to create 3D game and for it to run on the web and on mobile browsers. We'd previously created our own JS engines with THREE.js as the renderer, but the time constraints of the game jam (3 days) meant we wanted to an existing game engine. We looked at other game engines that had HTML5 exports (Unity, Godot, Unreal), but none of them really worked on mobile. We're really happy with using BabylonJS, the examples were great for learning how to add various features into our game. Looking forward to the AmmoJS plugin in version 4.0! Let us know what you think of the game, and if you spot any problems.
  17. Hi Guys & Gals, I just wanted to let you know I'm learning 3D browser game programming in my spare time by developing something like a Model Train Simulator in BabylonJS. Thanks to the great and easy access framework of BabylonJS I've been able to develop much faster than with C++ / Direct3D 15 years ago. This project is in early stage but progressing though. I'm having some math-computations challenges on the track turnout points, but hope to have them fixed soon so that you can drive trains on more complex routes. The app supports keyboard, mouse, touch, gamepad input and also VR-headset device. Multiplayer support currently only on same device (e.g. connect 2 gamepads). Anyway, here's a teaser-screenshot of what can be called a level inspired by the "Sponza" demo. :-) Kind regards, Quintus
  18. lucasg07

    Custom camera when falling down

    Hi, I'm basically making a doodle jump based game, but since I'm really new to Phaser and barely find any examples on how to handle a custom camera, I'm asking for help on this forum. I want the camera to follow the player when it goes up, but stop following the player as it goes down. I've looked at a lot of Phaser 2 examples but these confuse me only more. This is my code for the camera, right now it basically follows the player up and down. (the clouds are removed below the camera view, so the player keeps falling when it misses a cloud) cameraMovement() { this.cameras.main.setBounds(0, - this.player.yChange, 500, 800); this.cameras.main.startFollow(this.player); }
  19. Play Cool Math

    Multiplayer Flags Quiz

    Hi Everyone. I present my new multiplayer game Flags of the World Quiz (https://flagsquiz.games) There are 6 game types in the game: Multiplayer (speed game with other players); Find the flag; Choose a country; Quiz; 8 flags; Training. You can login by Facebook, and restore your score data on any mobile devices or computers Mobile Versions:
  20. Greetings ! I'm a freelance artist willing to sell his skills for quite any kind of work, whether it is character, props, icons, etc. Would prefer something in the style I already am practicing, cartoony/colorful , but I can also step out of my comfort zone. (to an extend.) Able to work professionaly, while keeping in touch regularly with the client, recieving feedback and reacting consequently in my work. Here are some samples ! full portfolio at amtz.artstation.com Feel free to send a message, a mail, or anything, I will answer. (preferably an e-mail) Serious offers only please adrien.martinez123@outlook.fr
  21. Hello, I'm proud to talk about version 2 of my MMORPG editor (FR and ENG) that I renamed to "Web Game Editor" instead of "HeroonEngine" which was a name that looked too much like another existing editor. This version 2 comes with a new, more modern, community-based website. It will be possible to find a manual and video tutorials for getting started, as well as a shop and a forum (FR and ENG). The editor has undergone many improvements, new features and various fixes to make it more stable, more functional and more successful. Some things have been totally rewritten. It will come with a small Integer demo that contains two terrain and plenty of media on offer. I should hopefully release version 2 in the month and make an announcement of its release. For the moment I present it here. I have been working on this editor for years since BabylonJS was born. The editor has been renamed 4 times and rewritten 3 times totally and this name is the last change. Content and features: Here is some screenshot:
  22. OneSillyLion

    A 'global' container, Ideas?

    Hello Guys! First of all, this is my first topic! I've read some of your questions and answers, and most of them have helped me a lot with Phaser 2 to 3 update. Thanks a lot for all the hard work. But, I have some questions. Right now I'm updating one of my games from Phaser 2 to Phaser 3, and wow its a lot of classes updates. and logic changes. But I need a suggestion in one of them. In Phaser 2, I extended the Phaser.Game class to save some data on it (most of it its configuration data), and I could access it from ANYWHERE in my classes and states. Now in Phaser 3, with the scene logic introduction and game (world) not even accessible (well, I could with Scene Injection Map, but you don't recommend it), I can't reach this data. To make this data 'globally" accessible again, I thought maybe creating an immortal scene should be enough, or maybe an object out of phaser 3 logic. Is this a correct approach? Am I missing something that could make this easier?
  23. melongaming

    Indie Game Maker Contest 2018

    Welcome to the 2018 Indie Game Maker Contest! We took a year off but we're back to bring you the First Indie Game Maker Contest! This year we're putting the focus on our flagship game making software, Melon JS. Your quest if you choose to accept ("but thou must") is to make a GAME using any legal Melon Js in just Three MONTH! Compete for over $10,000 in Cash Prizes! PRIZES The most important goal of the Melon Gaming Contest is to make that game you've been dreaming of, and what better motivating factor than a large cash prize! This year we're limiting the prizes to the following: 1st Prize 2nd Prize 3rd Prize Favourite Games The first three prizes will be determined by a team of Judges. More details to follow HERE. RULES Before you open up the map editor and place that first event, make sure to read through the Contest Rules HERE! The Rules page includes all the information you'll need to make sure you meet the contest requirements. Breaking the rules can lead to penalties, or even disqualification, so make sure to view them before getting started. It also includes Prize Conditions and Legal COMMUNITY Are you looking for a place to share progress on your project, recruit talent for your team, offer up your skills, or simply just get motivated? Then make sure to join the official Melon Gaming Maker forums and get involved! We've even setup a subforum exclusively to discuss the 2018 IGMC! CLICK HERE TO JOIN THE FORUMS! The purpose of Melon Gaming GameDev Contest is to gather all of the game enthusiasts around the world to develop games by using the MelonJS engine and published to Facebook Messenger instant games platform. we encourage the game enthusiast to pour the ideas and creativity to be the worldwide champions!
  24. Humais Shahzad

    In or Out game

    Just released my 1st game In or Out, Its an html5 game built using Phaser v2.6.2 game engine , then i used Cordova to port my html5 game to android. you can play game here: Play In or Out
  25. Hello! Adventure Drivers is my second HTML5 game after Medieval Defense Z. My main work went into engine, tools, code and levels and the art was done by Gudo1. I can share some of the details of what went into making this game. I also wrote a postmortem about my previous game Medieval Defense Z which you can check it here: http://www.html5gamedevs.com/topic/28332-postmortem-medieval-defense-z/ About Adventure Drivers - 60fps 2D racing game. - Written in Haxe. - Used Pixi v4, Howler and Nape Physics Engine. - Over 50k lines of code. Visual Assets All the visual assets were in flash SWF files and i needed to get sprites into spritesheets. Exporting hundreds of assets to PNG's by hand was too time consuming, so i wrote a command line tool in Adobe Air which takes assets from SWF files, applies transformations such as scale or rotation and exports all movie clips as images to a single graphics folder. The tool also creates XML file which has the animation data and anchor values for every image. Then i used TexturePacker command line tool to pack everything into a single spritesheet. For bitmap fonts i used Littera and packed font PNG's into the main spritesheet. After loading .fnt file i had loop over all chars and add x and y offsets based on the location of the font texture in the main spritesheet. Audio Assets Audacity and ffmpeg worked really well. Audacity for quick sound editing and ffmpeg for converting between various formats. Like in Medieval Defense Z i chose M4A for iOS and OGG for android and PC. Batch script to convert all WAV files to OGG (64 bit rate): for %%i in (*.wav) do ( ffmpeg -y -i "%%i" -codec:a libvorbis -qscale:a 4 -ac 1 "%%~ni.ogg" ) Batch script to convert all WAV files to M4a (64 bit rate): for %%i in (*.wav) do ( fdkaac -b 64k -o "%%~ni.m4a" "%%i" ) Editing in Audacity: Fade In/Out, Amplify, Normalize, Change Speed and Equalization were the most useful tools/functions. Level Editor Used my own editor written in Action Script 3 which is basically a general purpose non-tile based 2D object placer with prefabs, grouping, undo/redo, etc. In order to create levels faster i also used Perlin Noise algorithm for terrain generation and procedurally placed decorations. After generating the level i still had to cleanup decorations, adjust terrain, add caves, place obstacles and items. For saving to files i wrote a simple NodeJS server in Haxe and used POST to send and receive data which then is saved to disk. Physics Nape Physics Engine was great until i needed to run my game on mobile... Dynamic polygons became a real drag on CPU and i needed to simplify geometry in order to have any gains in terms of performance. Weirdly enough the terrain size was not that influential as much as adding 1 more car. Also there was this weird issue with inlined code. Inlined code ran SLOWER in chrome than non-inlined... It was especially noticeable then physics engine caused large lag spikes. I noticed the same problem in Medieval Defense Z and large functions. I could not find anything online, so i disabled inline and split some of the large functions into smaller ones. Frameworks and Rendering At first i used Phaser framework but the performance issues were never ending. The transform updates were a major bottleneck so i had to pretty much hack around and disable portions of the framework until i was just using basic Pixi sprites and groups. Thankfully i didn't use much of any other stuff from Phaser (no camera, no physics, etc.) which made it easier to transition to Pixi v4. One of the biggest issues was the terrain drawing. Phaser does not have any equivalent for large mesh rendering with exception of using tiles and masks which are very slow. So i needed to write a complicated set of functions to cut the terrain into thousands of rectangles and add them to the stage during gameplay. After converting to Pixi v4 i simply used pixi Mesh object and EarCut library for cutting polygon into a triangles. This was about 10x simpler to implement and it improved the performance. For Canvas i still needed to hack around and use pattern fill in Phaser and in Pixi. Sounds Different js sound libraries had a major difference in performance. Phaser sound library was quite good, however it did not have .rate property which i needed for the car engine sound, so i used 2 different engine sound loops with different rates and changed volume based on driving speed. I tried Pixi sound library but it had incredibly poor performance on mobile and was basically unusable even though this library had really nice features. Ended up with Howler which has the ability to set .rate and the performance was really good. Also Pixi v4 + Howler did not crash my old android device which was nice. Bots The AI code can be broken down in 3 steps: data gathering, decisions and actions. In data gathering step the bot collects and processes information. For example: how long back and front wheels are on the ground or in air, how the rotation changed in the past second, average speed, etc. Decisions are made in timed intervals and they depend on the "personality" of the car which i describe in 4 values: "ability", "aggression", "craziness" and "panic". The bot "decides" only if all conditions are satisfied. The decisions include: air rotation, ground rotation, random_rotation, random_jump, flip, wheelie, nitro, jump_over, jump_pickup and use_ability. For some of the decisions the bot also has to check nearby items and other cars. The last step is "action" which simply means that the bot performs a function for a limited time unless some unexpected thing occurs. So the bot will stop the air flip action if any of the wheels interact with the ground. Backgrounds I wanted to do something interesting with the backgrounds so i decided to try pseudo 2.5D background scrolling stuff to see how it goes. The waves looked really nice so we went with it. If you want to do something similar, the function you are looking for is this: public static applyProjectionWithCamera(to_projection:Point, eye:Point3, camera:Point3, point:Point3):Point{ to_projection.x = (eye.z * (point.x + camera.x - eye.x)) / (eye.z + (point.z + camera.z)) + eye.x; to_projection.y = (eye.z * (point.y + camera.y - eye.y)) / (eye.z + (point.z + camera.z)) + eye.y; return to_projection; } Eye has fixed x = 0, y = 0 and z = 800 values. Camera x, y, z values are tied to the game camera which is tied to the player position. Each sprite has 3 3D points (triangle) associated with it and these points are placed somewhere in the background with high z value (distance), varying x value (horizontal) and high y value (vertical) for the clouds. Then i calculate 2D points (projections) for every 3D point. And set x, y, width and height for the sprite based on the 3 projected points. The Game For now we are doing a limited release on few websites and the game should playable very soon. If you found this post useful let me know.