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Found 61 results

  1. Hi everyone, I'm Devin, a fellow PhaserJS dev. I am currently working at MyBrainSolutions, and we are currently looking to re-do our ~30 games in PhaserJS (some are already in Phaser, but we do need to re-do them as well). We're a small SaaS startup in healthtech, founded by neuroscientists and brain researchers. We're building a platform for users to take brain assessments and exercises that truly change brain habits. We're small and scrappy, and we have 30+ enterprise customers and growing. We're looking for contract game developers to help us recreate these games. Responsibilities: Work closely with product and in-house engineers on requirements and specs Develop both mobile and web optimized versions of each game Have input on game design, mechanics, levels, etc. Qualifications/Requirements: 2+ years experience developing games in Phaser Graphic Design skills a plus React / React Native experience a big plus Please reply (or preferably send me an email at devin.ozel@mybrainsolutions.com) with your portfolio (or just game links) and your hourly or per-project-base rate/quote. Looking forward to hearing from you all!
  2. Joeb Rogers | AAA Gameplay/Tools Programmer I've experience in Unity, Unreal and GameMaker, as well as frameworks such as Monogame and SDL2. I'm very comfortable programming in both C++ and C#, and am also pretty comfortable in JavaScript and Lua. I'm experienced with both 2D and 3D games, so can comfortably fill a position on any team. My rates are negotiable, as are the number of hours a week I can put in, whether you're just looking for some short term contract work, or a longer term commitment. Here's a link to my not-so-up to date portfolio, that at the least showcases some of what I can do and my role in the industry. https://joebrogers.github.io/ My role in the industry has had me working most recently on GTA V Online at Rockstar North, however I cannot go into more details on that. My email is listed at the bottom of the site, so don't hesitate to get in touch if you have a project in mind. Thanks! NOTE: My current earliest availabilities for more contract work is the 18th of December, so if you're looking to get something scheduled in and finished before christmas, or in preparation for beginning a project in the new year, please get in touch!
  3. Game Resources Costs

    Hey everyone! Just wanted to find out what your costs are per month/per game or general costs? This includes artwork, music, developers etc (outsourced or bought). Do you have any initial budget when starting a game? I have been searching for a high quality artist for quite some time now and with a budget, I don't think it gives me that much flexibility since quotes usually come through as more than the budget itself (if you can recommend anyone with a high quality cartoonish style, please do, I would appreciate this) How much have you spent on resources for your game(s)? Extra: What's your costs vs profit like?
  4. Mission 13 - Lost in Space

    Mission 13 - Lost in Space Check out our newest game, Mission 13! We spent the last few weeks developing it for the JS13K Games competition hosted by Andrzej Mazur at Enclave Games. As most of you probably know, the idea of this competition is to fit a whole game in a zip file less than 13kb. We managed this with our entry, and here is the end result! Also, feel free to plaster it across social media, trust me, we won't mind http://js13kgames.com/entries/mission-13-lost-in-space Some technical features of this game, for all you nerds out there include: Custome image generation. (For stars, planets, and asteroids) Audio synthesizer using JSFXR. Support for both mobile and desktop with fullscreen resizing capabilities. Random terrain generation. And most importantly, love.
  5. Hi Folks, I've started a youtube series on game art direction. If your'e having trouble finding the right look for your game this might help! As always, I love to hear your thoughts and questions!
  6. js13kGames 2017

    It's that time of the year again - time to start thinking about the js13kGames competition. The sixth edition will start on August 13th, 13:00 CEST and will run for a month. For those who don't know it yet: it's an online competition for HTML5 game developers where the fun part is the file size limit set to 13 kilobytes. Check the rules for details. There are always notable judges, lots of cool prizes, and free t-shirts for all entries shipped worldwide. See the forum topics from previous years for reference: 2013, 2014, 2015, 2016. Follow the compo profiles on Twitter and Facebook to be up to date with all the news and announcements. I'm looking for prizes and sponsors, so if you can help with either of those please get in touch! So, who's going to participate?
  7. Some of you may be interested in this interview with FRVR from GameAnalytics, where we chat with FRVR founder to find out how his approach to HTML5 game development and distribution helped him build a studio that generated $1500 per day in ad revenue, within 6 months... It's a great story. Check it out @GameAnalytics
  8. Making Your Indie Game Multilingual

    Hey guys, I just finished writing up a short article on making your games multilingual, and was wondering what you thought? Is it too bland, not enough facts, too short, too long? I am still editing it, so any feedback is welcome. Making Your Indie Game Multilingual
  9. Best engine for mobile webview

    Hello everybody! I hope you are having a fantastic day! Our team wants to start making simple HTML5 games for our Android / IOS apps. Games are supposed to be ran inside the WebView. We are looking for a very lightweight engine, because there is already ads placed at the bottom of the screen in our apps. Our first attempt was Phaser.js, but the performance wasn't the greatest inside the WebView. Choppy sprite movements, common fps drops and so on. If you guys know an engine that could help us achieve the goal, please let me know! Thank you in advance!
  10. Quick Tips for the Solo Game Developer

    Hey guys, we just released a new article on some tips and tricks to becoming a successful solo game dev, and are looking for some feedback! tell us what you think of it in the comments section both here and on the original site. Quick Tips for the Solo Game Developer
  11. Check out the latest post from Firenibblers Blog on developing personal libraries, tools, and engines! Featuring an interview with Kalvin, a programmer experienced in developing developing personal tools, specifically graphics engines. http://www.firenibbler.com/2017/02/should-you-bother-with-personal-libraries-engines-or-tools-just-ask-kalvin/
  12. Hi, im Den, and im frontend web developer and i love gamedev. Im looking for somebody to work with. few years i study gamedev, make different prototypes with nativejs, phaserjs, easeljs. with all my games prototypes i work alone and i can`t finish any project. So im looking for people to work with some game together. if you have some project and you need help, i will be glad to try work with you.
  13. [Solved]Game stopped working

    I was developing a phaser game that is remade from the Zenva Phaser Tutorial. I did some work on it last night, checked it was working and went to bed. Now this morning it isn't working! Instead of me having to explain, my game is https://felixdebug.neocities.org/ no input is working and he no longer collides with floor, in the way I set it up! Please help me. Code is here: https://github.com/NectarineGames/PhaserGame/ Any help appreciated!
  14. Why aren't my walls solid?

    Hello everybody! I created a little scene with walls. Bottom wall is solid. But left and right are not. Why? Can you please help me? preload: function() { game.load.image('mario', 'images/mario.png'); game.load.image('WallH', 'images/wallH.png'); game.load.image('WallW', 'images/wallW.png'); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = "3984db"; game.physics.arcade.gravity.y = 1200; this.cursor = game.input.keyboard.createCursorKeys(); this.mario = game.add.sprite(game.width / 2, game.height / 2, 'mario'); this.mario.anchor.setTo(0.5,0.5); this.mario.scale.setTo(0.15,0.15); this.walls = game.add.group(); this.walls.enableBody = true; this.walls.enableBody = true; this.downWallH = game.add.sprite(0, 540, 'WallH', 0, this.walls); this.leftWallW = game.add.sprite(0,0, 'WallW', 0, this.walls); this.rightWallW = game.add.sprite(822,0, 'WallW', 0, this.walls); game.physics.arcade.enable(this.mario); this.walls.setAll('body.allowGravity', false); this.walls.setAll('body.immovable', true); }, ...
  15. Hello everyone, Today I’d like to share my game with you: „Minions within a Dungeon“ - is a 2D lemmingslike with more modern mechanics; The game was entirely made in JS (HTML5) using phaserJS and nodeJS. I worked on it the last year and now I am serious about what you think! You can visit the games website at: www.minions-dungeon.com; For development just follow me via twitter (@sam_vieten). So here’s some media and a youtube pre Alpha gameplay video. Any feedback and thoughts is highly appreciated! you can now signup for a newsletter on http://minionswithinadungeon.com! Minions within a Dungeon is under the TOP100 indiegames on IndieDB. I would really appreciate if you drop a vote for 'Minions within a Dungeon' under the category puzzle: http://www.indiedb.com/groups/2016-indie-of-the-year-awards/top100/#vote54682 >GAMEPLAY VIDEO (YOUTUBE< Minions within a Dungeon - pre alpha gameplay Gameplay You are the Overlord "stubborn helmet" and you're guiding your minions through dungeons. The game connects on classic lemmings controls: Your Minions will walk from left to right. Once they collide, they will turn and walk in the other direction. You are in charge to drop items, that your minions can use. To Fall softly, avoid traps, jump, fly, mutate, levitate, eat enemies, rise from dead and much more! *Update 5/12/2017* During development there were a few gameplay tweaks. In "Minions within a Dungeon" the gameplay will change during levels. So in one you may be focused on control your minoins, on another you will try to build a dungeon pipeline with your minions, to collect and harvest materials. In another this could also be changed. Boss-Levels were made, so there will be more challenging gameplay I can't wait for you to try out in 2017. There will be more updates when the game enters early access or got some crowdfunding. Hope you like it! cheers, Sam
  16. Phaser + Bluetooth > Possible?

    Hi, I'm thinking in few ideas to create a game but i was wondering if is there a way to interact with bluetooth in Phaser (or some javascript pure that its possible to implement). Any ideas?! Thanks in advance
  17. Hey all, I'm trying to have a movable character go from no camera follow to camera follow when the game starts, but what happens is that when the camera follow gets called the movement is instant and doesn't look very good. Is there any way to have a smooth rather than instant camera follow transition? Thanks!
  18. Hi guys! This is a my first post on Html5 game dev forum. Let me show you a Street Fighter 1 intro in a mini project that I made days ago. I share with you. Below I leave a link with a github repository where you will find the assets + source. There are two version of release code. Check it out Repository: https://github.com/vicboma1/streetFighter1 Thanks!
  19. Just a short message to let developers know about our call for entries, which is now open. It will take you two minutes to submit your game here. The International Mobile Gaming Awards are open to large studios, indie teams, individual developers, and publishers of any country or region. Considered games must have been released in 2015, or be unpublished in a playable condition. Good luck! The IMGA team
  20. Hi guys, first off I know I'm asking a lot here. I'm looking for a fellow developer interested in becoming the co-founder of a small indie studio in the UK. I'm a realist, the dream-bubble has burst and I know its going to be tough, but I still believe that by keeping our scope achievable and making smart decisions we can build a sustainable micro-studio, make some interesting games, and have fun along the way! Team Structure: The goal is to run the startup studio as a 2-person UK general partnership. Both of us would get stuck into development and running of the studio business, whilst commissioning freelancers to take on the tasks outside of our own creative strengths or time constraints. I've been a solo dev for just over a year now and this approach has given me the best results so far, but I'd like to take things a step further and work with a dedicated partner as well. I currently have one alpha build project and one pre-alpha project that I'd like to carry on developing as part of this venture. The Games: - Create original IP - Action / Story-driven / turn-based games - 2D or 2.5D graphics - Non retro pixel art - Use existing engines/tools (currently working in Construct 2) - Multi-Platform friendly technologies (eg. html5) Funding: Crowdfunding on a per-project basis, plus our own pockets as a backup/last resort. Any profit left (if any) after we've covered our expenses can be divided between the two of us, as per the terms of the agreement we come to. Our working agreement can be based on how many hours each of us can put in and which responsibilities we take on. Publishing: 3rd party publishers, or vendor sites. I'm a verified member of Nintendo's Wii U development program for indies, so we have this option too. Your skill set: - Background in a core development discipline (art / coding / level design etc) - Experience of a supporting discipline such as marketing or business is a massive bonus. - Willingness to take on a 50/50 share of non-development tasks such as social media, admin, video editing, website admin etc. - Insane amounts of tenacity and passion for games is a given. My skill set: - 2D environment art, sprites and basic animation, 2D visual effects. - Digital audio production and music composition. - Background in front end web design PHP/CSS/html5, flash. - Experienced using Construct 2 at an advanced level (yes this is possible ) - Conceptual design - Level design My Behance.net portfolio My Development Blog To Apply If you are interested in teaming up please contact me either via reply/PM or email: contact@iaogames.com You can also find me on twitter as @@iao_dev I look forward to hearing from you
  21. [Tutorial] Asteroids remake with Phaser

    [uPDATE: 13 November] Part 4 of this series has been published. You can find it here: http://www.zekechan.net/asteroids-html5-game-tutorial-4/ ---------------------------------------------- Hey everyone, I've been writing a new tutorial series on recreating the classic Asteroids with Phaser. Tutorial Outline The steps for this series includes: 1. Project setup 2. Player ship 3. Creating a single screen game world 4. Adding asteroids 5. Adding player lives 6. Adding sounds 7. The main menu state Links to tutorial http://www.zekechan.net/asteroids-html5-game-tutorial-1/ http://www.zekechan.net/asteroids-html5-game-tutorial-2/ http://www.zekechan.net/asteroids-html5-game-tutorial-3/ I will be posting updates every Friday so either check back or subscribe to my newsletter. Let me know if you find this helpful and of value. Also, if you spot any errors or parts that are unclear, do let know so I can improve =)
  22. Hello! I am relatively new to Phaser, so I downloaded the examples and started making little adjustments to them. So far the Invaders example is my favorite, so I started separating it into separate files and implementing my own graphics. Audio will come later. That is, after I figure out what to do with my game variables. I started copying the invaders code into a Visual Studio Phaser project I'd been playing around with. It wasn't much; just a bouncing Phaser logo, so I knew it would be easy to replace the existing code with the Invaders code. Everything works except for the code in the Game file: GameStates.Game = function (game) {};var player;var aliens;var bullets;var enemyBullet;var explosions;var ufoExplosions;var bulletTime = 0;var cursors;var fireButton;var starfield;var score = 0;var scoreString = '';var scoreText;var lives;var firingTimer = 0;var stateText;var livingEnemies = [];var colors = [ 0xff0000, 0xff1e00, 0xff4000, 0xff5e00, 0xff7f00, 0xff9d00, 0xffbf00, 0xffdd00, 0xffff00, 0xddff00, 0xbfff00, 0x9dff00, 0x80ff00, 0x5eff00, 0x40ff00, 0x1eff00, 0x00ff00, 0x00ff1e, 0x00ff40, 0x00ff5d, 0x00ff80, 0x00ff9d, 0x00ffbf, 0x00ffdd, 0x00ffff, 0x00ddff, 0x00bfff, 0x009dff, 0x0080ff, 0x005dff, 0x0040ff, 0x001eff, 0x0000ff, 0x1e00ff, 0x4000ff, 0x5e00ff, 0x8000ff, 0x9d00ff, 0xbf00ff, 0xdd00ff, 0xff00ff, 0xff00dd, 0xff00bf, 0xff009d, 0xff007f, 0xff005e, 0xff0040, 0xff001e, 0xffffff];GameStates.Game.prototype = { create: function () { game.physics.startSystem(Phaser.Physics.ARCADE); // The scrolling starfield background starfield = game.add.tileSprite(0, 0, 1024, 768, 'starfield'); starfield.tint = colors[Math.floor(Math.random() * colors.length)]; // Our bullet group bullets = game.add.group(); bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.createMultiple(30, 'playerBullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 1); bullets.setAll('outOfBoundsKill', true); bullets.setAll('checkWorldBounds', true); bullets.setAll('tint', colors[Math.floor(Math.random() * colors.length)]); // The enemy's bullets enemyBullets = game.add.group(); enemyBullets.enableBody = true; enemyBullets.physicsBodyType = Phaser.Physics.ARCADE; enemyBullets.createMultiple(30, 'enemyBullet'); enemyBullets.setAll('anchor.x', 0.5); enemyBullets.setAll('anchor.y', 1); enemyBullets.setAll('outOfBoundsKill', true); enemyBullets.setAll('checkWorldBounds', true); enemyBullets.setAll('tint', colors[Math.floor(Math.random() * colors.length)]); // The hero! player = game.add.sprite(512, 640, 'playerShip'); player.anchor.setTo(0.5, 0.5); player.tint = colors[Math.floor(Math.random() * colors.length)]; game.physics.enable(player, Phaser.Physics.ARCADE); // The baddies! aliens = game.add.group(); aliens.enableBody = true; aliens.physicsBodyType = Phaser.Physics.ARCADE; createAliens(); // The score scoreString = 'Score : '; scoreText = game.add.text(10, 10, scoreString + score, { font: '34px Arial', fill: '#fff' }); // Lives lives = game.add.group(); game.add.text(game.world.width - 100, 10, 'Lives : ', { font: '34px Arial', fill: '#fff' }); // Text stateText = game.add.text(game.world.centerX, game.world.centerY, ' ', { font: '84px Arial', fill: '#fff' }); stateText.anchor.setTo(0.5, 0.5); stateText.visible = false; for (var i = 0; i < 3; i++) { var ship = lives.create(game.world.width - 100 + (30 * i), 60, 'playerShip'); ship.anchor.setTo(0.5, 0.5); ship.angle = 90; ship.alpha = 0.4; } //Player Explosion pool explosions = game.add.group(); explosions.createMultiple(30, 'playerExplosion'); explosions.forEach(setupInvader, this); explosions.setAll('tint', colors[Math.floor(Math.random() * colors.length)]); //Enemy Explosion pool enemyExplosions = game.add.group(); enemyExplosions.createMultiple(30, 'enemyExplosion'); enemyExplosions.forEach(setupInvader, this); enemyExplosions.setAll('tint', colors[Math.floor(Math.random() * colors.length)]); // And some controls to play the game with cursors = game.input.keyboard.createCursorKeys(); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); }, createAliens: function () { for (var y = 0; y < 10; y++) { for (var x = 0; x < 12; x++) { var alien = aliens.create(x * 48, y * 48, 'UFO'); alien.anchor.setTo(0.5, 0.5); alien.animations.add('fly', [0, 1, 2, 3], 20, true); alien.play('fly'); alien.body.moves = false; alien.tint = colors[Math.floor(Math.random() * colors.length)]; } } aliens.x = 100; aliens.y = 50; // All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly. var tween = game.add.tween(aliens).to({ x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true); // When the tween loops it calls descend tween.onLoop.add(descend, this); }, setupInvader: function (invader) { invader.anchor.x = 0.5; invader.anchor.y = 0.5; invader.animations.add('enemyExplosion'); }, descend: function () { aliens.y += 10; }, update: function () { // Scroll the background starfield.tilePosition.y += 5; if (player.alive) { // Reset the player, then check for movement keys player.body.velocity.setTo(0, 0); if (cursors.left.isDown) { player.body.velocity.x = -400; } else if (cursors.right.isDown) { player.body.velocity.x = 400; } else if (cursors.up.isDown) { player.body.velocity.y = -200; } else if (cursors.down.isDown) { player.body.velocity.y = 200; } game.world.wrap(player, 0, true); // Firing? if (fireButton.isDown) { fireBullet(); } if (game.time.now > firingTimer) { enemyFires(); } // Run collision game.physics.arcade.overlap(bullets, aliens, collisionHandler, null, this); game.physics.arcade.overlap(player, aliens, playerHitsAlien, null, this); game.physics.arcade.overlap(enemyBullets, player, enemyHitsPlayer, null, this); } }, render: function () { }, collisionHandler: function (bullet, alien) { // When a bullet hits an alien we kill them both bullet.kill(); alien.kill(); // Increase the score score += 20; scoreText.text = scoreString + score; // And create an explosion var explosion = enemyExplosions.getFirstExists(false); explosion.reset(alien.body.x, alien.body.y); explosion.play('enemyExplosion', 30, false, true); if (aliens.countLiving() == 0) { score += 1000; scoreText.text = scoreString + score; enemyBullets.callAll('kill', this); stateText.text = " You Won, \n Hit Enter to restart"; stateText.visible = true; //the "click to restart" handler //game.input.onTap.addOnce(restart, this); //game.input.keyboard.addKey(Phaser.Keyboard.ENTER); this.enterKey = this.game.input.keyboard.addKey(Phaser.Keyboard.ENTER); this.enterKey.onDown.add(restart, this); } }, playerHitsAlien: function (player, alien) { // When the player hits an alien we kill them both live = lives.getFirstAlive(); if (live) { live.kill(); } alien.kill(); //No score for losing a life //Reset the player's location player.x = 512; player.y = 640; // And create an explosion var eExplosion = explosions.getFirstExists(false); eExplosion.reset(alien.body.x, alien.body.y); eExplosion.play('enemyExplosion', 30, false, true); // And create an explosion var pExplosion = playerExplosion.getFirstExists(false); pExplosion.reset(player.body.x, player.body.y); pExplosion.play('playerExplosion', 30, false, true); if (aliens.countLiving() == 0) { score += 1000; scoreText.text = scoreString + score; enemyBullets.callAll('kill', this); stateText.text = " You Won, \n Hit Enter to restart"; stateText.visible = true; //the "click to restart" handler //game.input.onTap.addOnce(restart, this); //game.input.keyboard.addKey(Phaser.Keyboard.ENTER); this.enterKey = this.game.input.keyboard.addKey(Phaser.Keyboard.ENTER); this.enterKey.onDown.add(restart, this); } }, enemyHitsPlayer: function (player, bullet) { bullet.kill(); live = lives.getFirstAlive(); if (live) { live.kill(); } // And create an explosion var explosion = explosions.getFirstExists(false); explosion.reset(player.body.x, player.body.y); explosion.play('playerExplosion', 30, false, true); // When the player dies if (lives.countLiving() < 1) { player.kill(); enemyBullets.callAll('kill'); stateText.text = " GAME OVER \n Hit Enter to restart"; stateText.visible = true; //the "click to restart" handler //game.input.onTap.addOnce(restart,this); //game.input.keyboard.addKey(Phaser.Keyboard.ENTER); this.enterKey = this.game.input.keyboard.addKey(Phaser.Keyboard.ENTER); this.enterKey.onDown.add(restart, this); } }, enemyFires: function () { // Grab the first bullet we can from the pool enemyBullet = enemyBullets.getFirstExists(false); livingEnemies.length = 0; aliens.forEachAlive(function (alien) { // put every living enemy in an array livingEnemies.push(alien); }); if (enemyBullet && livingEnemies.length > 0) { var random = game.rnd.integerInRange(0, livingEnemies.length - 1); // randomly select one of them var shooter = livingEnemies[random]; // And fire the bullet from this enemy enemyBullet.reset(shooter.body.x, shooter.body.y); game.physics.arcade.moveToObject(enemyBullet, player, 120); firingTimer = game.time.now + 2000; } }, fireBullet: function () { // To avoid them being allowed to fire too fast we set a time limit if (game.time.now > bulletTime) { // Grab the first bullet we can from the pool bullet = bullets.getFirstExists(false); if (bullet) { // And fire it bullet.reset(player.x, player.y + 8); bullet.body.velocity.y = -400; bulletTime = game.time.now + 100; } } }, resetBullet: function (bullet) { // Called if the bullet goes out of the screen bullet.kill(); }, restart: function () { // A new level starts //resets the life count lives.callAll('revive'); // And brings the aliens back from the dead aliens.removeAll(); createAliens(); //revives the player player.revive(); //hides the text stateText.visible = false; }};I have a strong feeling that the variables should go inside the "GameStates.Game.prototype = {". But when I put them there, I get many expectations of semicolons, identifiers, and closing curly brackets, and syntax errors. If I put them outside of the "GameStates.Game.prototype = {", I cannot leave the title screen. Where else can I put them?
  23. UPDATE: Now closed. Thanks everyone! For my current educational institution, I am conducting a small survey for those making games. Just three short questions on your current game project, whatever it may be. I would greatly appreciate the contributions of anyone on this forum! Please leave any comments or questions you may have here. To complete it, please go here: https://www.surveymonkey.com/r/LPTP29T (Also, I hope this does belong in General Talk. It didn't really seem to belong under any of the other categories.)
  24. Fellow game devs, Here are a few links to free 2D assets, sprite sheets and even characters: 1) 301 FREE 2D UI Sprites (#1) http://soloflare.blogspot.com/2015/08/assetpack1.html 2) FREE 2D Character Pack (#1) including 14 SVG Files http://soloflare.blogspot.com/2015/08/charpack1.html 3) 2D Asset Pack 1.0 including SVG Source files http://soloflare.blogspot.com/2015/08/assetpack2.0.html 4) 2D POWER UP Pack 1.0 Including SVG source + PNG Source http://soloflare.blogspot.com/2015/08/pup1.html Enjoy :-)