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Found 51 results

  1. 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
  2. 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.
  3. 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/
  4. 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); }, ...
  5. 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!
  6. 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
  7. 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
  8. 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!
  9. 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!
  10. 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
  11. [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 =)
  12. 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
  13. The next, fourth edition of the js13kgames competition starts in more than a month, so it's time to create a thread and start talking about it. For those who don't know: it's a JavaScript coding competition for HTML5 game developers. You have a month (from August 13th till September 13th) to create a game on the given theme (announced at the start of the compo) that should fit into the 13 kilobytes limit with all the resources when zipped. It is a challenge, but the one that spawns creativity. Check out rules and previous entries, forum topic from 2014, follow compo on Twitter and Facebook for updates. I've started announcing the judges and prizes, here's the info so far: Judges: me and Richard Davey. Prizes: - 2 × Phaser Box2D premium plugin - 8 × Isogenic game engine premium license - 1 × Construct 2 game engine business license - 5 × Making Money with HTML5 ebook - 10 × PlayCanvas Pro-5 account - 5 × ImpactJS game engine - 5 × Complete Mobile Game Development Course There are more judges and prizes to be announced soon. So, who's gonna participate this time?
  14. Part I. Before Release Just a while ago Renatus celebrated its 3rd anniversary in the industry of games. Our team managed to release over 30 titles to key platforms, boost our audience up to 50 mln users and become the organizer of DevGAMM, the largest conference in CIS countries.Three years later, we still remember how hard it can be to make first steps, so we decided to share some tips that may be of use to the beginners. Young developer? Start-up founder? A talented guy dreaming of making his own game? This post will reveal some secrets of casual games promotion that might save your time. Let’s start from what you must do BEFORE RELEASE.So, your game is in Beta, lots of work done and lots of sleepless nights are past now. This is exactly the point when you should start promoting your title. 1. Better soon, than later Today, news are spreading almost at the speed of light. Despite this, we recommend you to start your promo activities at least one month before the release date. This period depends greatly on the size of your team and your budget. 2. Content for application stores Placing your app into the application store is a long-awaited happening, because you can finally see the fruit of your team’s tedious work. There are a few main points in this whole procedure of creating a profile for your app. Game IconThis is basically the face of your game. We could write a whole book about designing icons for games, but we’d rather cut straight to the main rules you are to follow instead. 1) Icon should reflect the genre and essence of your game. 2) Icon should be eye-catching, distinguishable from other icons and perfectly match the store interface. Stick with these and remember - there are no established rules for creating a win-win game icon, you should invent your own perfect icon formula through experimenting, analysis and research. DescriptionIn this part you should tell about your game - its plot, mechanics, best features. Each application store has its own way of presenting a game description, but you may create one text that would fit naturally into all (i.e., Facebook, Appstore and Google Play).Main principle here: fewer words, more action. Or rather - more calling to action. Describe the best and most outstanding features of your game in 2-3 short sentences (150-200 characters with spaces). This part is what user will always see on your game’s page, to read the rest of the description he’ll need to click the Read More button, which means that you should give the cream of your app in the first lines. Even if you feel like the next Hemingway, don’t write too much. Be brief, informative and adopt a casual writing style without giving too many details about mechanics or gameplay. Try to evoke a certain mood in your future reader. Here’s a description of an award-winning game about cookies that provokes appetite as you read it: https://www.facebook.com/games/cookiejam Always remember about the keywords. If properly used, a couple of words can become a ‘shortcut’ that will drive traffic massively to your game. To avoid app banning, make sure your keywords are relevant to the content of game and don’t contain names of other companies or apps. ScreenshotsTake screenshots depicting the gameplay, map and boosters in your game. Keep in mind that Apple Appstore allows using graphics editors to add visual effects to your pics, but Facebook team will not tolerate screenshots which depict something that can’t actually be found in the game. 3. Promotional video The ever-increasing competition forces us to go looking for tools and means that might put the game in a favorable light. Most games have trailers (videos) that give you a general idea of what the game is about and how to play it.Important! There’s no need in making long game videos: keep its length within 30 seconds. Cram your video with visual effects and animations rather than text and subtitles. We truly believe that a video is worth a thousand pictures.Check out the video for our game Ice Cream Splash: In case you have enough time and sufficient resource for several videos, we recommend you to come up with a teaser. A couple of short attention-arousing teasers would be perfect for a pre-lease campaign. You can learn how to make a promo video on your own from this post: http://habrahabr.ru/post/120361Lots of useful tips in! 4. Building a game community No campaign would be complete or efficient without social network profiles. It won’t take long to create such profiles for your game and will bring you lots of benefits instead. With it you can gather a community of loyal fans even before release - they will be your target audience and focus group for testing content and various engaging activities (contests/offers/etc.). It will be much easier to control your target audience with these people, who have been in touch for weeks or months by the time of release. They will help other players and give support within the group - all these would mean that you’ve created an active long-lasting community of fans. Among the currently available social networks Vk.com and Facebook remain the best for launching games. Their advantages include: quick access to the app (click “play” and you’re in the game), the option of uploading photos and videos, discussions, detailed statistics, user-friendly page timeline and - the most important - a vast audience to reach. Twitter, Youtube and Instagram can become an additional space to create the hype and engage more players. Unfortunately, they are no good for being used as main networks to build a target audience. Except for, maybe, Twitter - it works perfectly well with any mobile app. Instagram has been on the rise for a long time. The average growth rate for brand page subscribers on Instagram makes 237%.FYI. Facebook has 400 mln registered users, while Instagram has only 300 mln. The gap is huge, unless you take into account that Facebook was created far in advance of Instagram. But Instagram is good for promoting brands that offer some material goods or services, not the social apps. Few top-level game developers have an Instagram account; even if they have one, it’s mostly used for building the hype and not as the main source of target players. On top of this, you are always welcome to use your team members’ accounts for spreading the news. Even if your team consists of 2-3 men, sharing always means additional coverage and a few more players for your game. 5. Website Content Your company’s website must be found easily on the web, and you should try to make browsing enjoyable for your target audience (players and business partners). If you’re not creating website from scratch, add a separate page for each released game with all the links, description, screeenshots, promo videos, FAQ, etc. Some game developers come up with a separate website for their game. Example by King: 6. Media List It’s important to decide on media outlets where you’d like to have your game review published and prepare the necessary content for journalists (article, banner ad, screenshots, video, etc.). It’s recommended to create your own list of review websites, social network groups, bloggers or websites with wide reach of your target audience. Make sure to establish contact with journalists ahead of time - you can tell them about the scheduled release date, or even share link to your game in Beta. Tip: try to talk them into publishing announcement on the day of your game’s release. 7. Press releases Before game release you can publish a so-called game preview. There are media outlets that write previews for games which they find interesting. Author describes the plot, gameplay and announces the release date. One way or another, it’s a great opportunity to boost players and media’s interest to your game. But remember, you must always provide journalists with high-quality flawless promo materials and a ready-made video. In this post we only managed to tell about the key stages of promotional activity. It would probably take us to write a three-volume edition to cover them all. However, if you’re interested in some particular point and want more details, please write at pr@renatus and we’ll get it covered in our next post. Sharing your own experience and tips in the field of game making is also encouraged!
  15. 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?
  16. 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.)
  17. 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 :-)
  18. Our aim is to deliver the highest quality of music and sound design, and execute each project with passion and precision. We always immerse ourselves into each production, committing our full attention to the smallest details, while never losing focus of the big picture, and always delivering projects on time and on budget. www.orbsoundwerx.com If you need music or sound design for your game, let us know!
  19. Hello Phaser Devs, Creature is my new advanced 2D Skeletal and Mesh Animation Tool designed for indie game devs in mind. It also supports Phaser as one of the export formats. Phaser Support (WebGL required) I just added in Phaser support for the Creature playback runtimes. Check out the Phaser playback demo here: http://www.kestrelmoon.com/creature/demo_phasor.html The above demo shows a Phoenix character authored in Creature and exported out for Phaser. The whole animation sequence was automatically generated using a combination of wing flap motors, bone motors(for the floppy tails) and path motion transfer. Creature docs for Phaser are up: http://www.kestrelmoon.com/creaturedocs/Game_Engine_Runtimes_And_Integration/Phaser_Runtimes%20.html What makes it special - A tool that allows you to automatically generate complex motion: Walk Cycles, Hair + Cloth Dynamics, Floppy tails. This results in huge time and cost savings. Automated results can be further tweaked by hand for additional polish. - Designed for complex rigs and meshes from the ground up. Powerful tools for rigging, auto bone weight generation etc. Uses advanced Dual Quaternion skinning resulting in higher quality poses - High end VFX features in a 2D animation tool: Motion Capture, Path transfer, Rotoscoping, Soft Body Dynamics - Full control of animation spline curves over the entire timeiine - Export to Sprite Frames, Sprite Sheets, Gif, Movies, FBX and Game Engine Runtimes (Unity, Cocos2d-x, LibGDX, MonoGame and WebGL frameworks) More information about the Creature is here: http://creature.kestrelmoon.com/more_info_2.html Trailer: Windows Port is underway I have had many requests for a Windows port. I am hard at work right now on the port to make sure it runs on Windows. Right now about 2 / 3 of the core modules are already running in Windows. Let me know if you have any questions and thank you for reading this post. Cheers!
  20. Hi guys With the release of melonJS 2.1 version (check the Official Announcement ), is time to conduct a upgrade to it: Upgrading to melonJS 2.1 The upgrade from melonJS 2.0 to melonJS 2.1 is easy, making it a good and right choice. Take a look at it Thanks!
  21. In two years, after the gold rush of 2013 and crash and burn of 2014 the market has drastically changed. This thread is an 'opinion hub' for everyone interested in where the market is heading and how to stay relevant. Major points: Small portals went out of business, only major ones remained: Spil Games, Booster Media, Famobi (Kaiser), KeyGames, ClickJogos, SoftGames.Prices went down (~ 3x since 2013), exclusives became extremely rare.Small simple games are not sellable anymore. Do not waste your time making one.Publishers want native quality, gameplay depth, player progression, unlocks, in-game shops, etc. Quick cloning of trending games from appstore will make you at least a few sales.To make a good exclusive deal your game should be fun on both desktops and mobiles, and should be wrapped as native mobile app too.Do not count on more than $5,000 for exclusive, even if you have a decent quality game on hands. Even in 2013 $10k was the upper limit.If you have a quality html5 game, you better wrap it in native and find a proper mobile publisher instead (may be through FGL).But mobile games market is already oversaturated, so do not count on anything unless you have buckets of luck.If you have a decent portfolio, you can make a living creating games on contract basis. Generally it's less risky and more profitable.According to hype cycle html5 is past its peak of inflated expectations. But it's still on its way to plateau of productivity.Learn to make sustainable business out of game development to stay afloat in the long term. Feel free to add more in the comments!
  22. I do illustrations and animations. Also i`ve did a plenty of games on flash and construct 2. My latest sold games are here wedoyouplay.com Some of my artworks Trailers for my latest game Movies http://zarkua.deviantart.com/art/Intro-cartoon-to-my-new-game-397608677 I love little details and different styles
  23. Hi all, from time to time we post on our blog articles about html5 games. We browsed the forum and found 5 interesting shooting games. Have a pleasant reading http://news.gamefilled.com/?p=132
  24. Hello Html5 Game Devs, I am the developer of Creature, an exciting new cutting edge 2D animation tool! With Creature, you can add stunningly fluid animation to your digital content. At the core of Creature is a highly advanced skeletal animation, mesh deformation and dynamics system. Save Time + Cost with Automated Animation The main difference between Creature and other animation tools out there is its Directible Automated Animation Engine. What that means is the ability to procedurally generate, through an Automated but User Directible process, complex motion like Walk/Run Cycles, Tail Flopping, Wing Flapping, Cloth Dynamics and Flesh/Muscle response. Such types of motion are normally very tedious to animate manually. With Creature, such tasks can be done in a much more efficient manner, resulting in huge time and cost savings! Of course the point of Creature is not to take away from animation as an art but to add to it. Hence all automated procedures can be tweaked, directed and in many cases manually adjusted. Trailer Video: Website:http://creature.kestrelmoon.com/index.html ExamplesHere are some examples of Creature's Directible Automated Animation in action: Html5 DemosCreature exports to multiple formats and game engines, including popular Html5 Game Engines that use WebGL.Currently the engines supported are: PixiJS, BabylonJS and ThreeJS. I also have an alpha version supporting the new Cocos2dJS V4 runtime as well. Cocos2djs V4 demos:http://hyperandroid.github.io/Cocos2d-html5/src/test/engine/creature.html PixiJS demo:http://www.kestrelmoon.com/creature/dragon_pixijs.html Hair, Cloth Dynamics, Automated Walk Cycles The mage below has Hair and Cloth simulated using the Dynamics/Physics motors of Creature. The walk cycle is automatically generated using Walk Motors: Soft Body Dynamics, Chain Physics, Advanced Mesh Deformation The chameleon creature below has Soft Body Dynamics applied to its body so it has a "fleshy" reactionary response to its underlying skeletal motion. The tongue is simulated using Bone Physics Dynamics Motors and advanced Control Pt Warp motors that allow it to deform and extend/compress the tongue. The eyes are deformed using Control Pt Mesh Motors and the legs are automatically walking via Walk Motors: Animating Whole Images Creature can also work on whole complete images like this tiger. The subtle breathing/keep alive motion is generated via fancy Rotate Motors and Bend Bone Motors. There is also mesh deformation going on that deforms the eyes for blinking: I will be more than happy to answer any more questions you have as well as post any animation samples. In addition to that, do note that we are constantly updating and adding features to our HTML5/WebGL runtimes so any suggestions/tips will be appreciated. Cheers,Chong
  25. I've got this problem with Phaser.Graphics; I'm trying to draw a line; however, it simply doesn't show up on the screen. I'm using v2.2.2 My code: // Nothing shows upvar g = game.add.graphics(0, 0);// Without doing this, lineTo will throw "this.currentPath is null"g.moveTo(0, 0);g.lineStyle(5, 0xFFFFFF, 1);g.lineTo(50, 50);// I see a white circle (outlined)g.circle(50, 50, 50);I'm really not sure how to fix this. I'm also curious about the performance issues (if any) with Phaser.Graphics.