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Found 7 results

  1. MightyEditor is a 2D game development editor based on Phaser framework. The team is based in Riga, Latvia. Our webpage: mightyfingers.com Online editor: mightyeditor.mightyfingers.com (Europe server) If you are in North America then editor will redirect to US server us.mightyeditor.mightyfingers.com MightyEditor is open source. Check out Github. You can set up stand alone version and work from your localhost. Current features: Asset management, Map editor, Physics, Code editor, Texture atlas, Tilelayer support, Animation editor, Game hosting, Open source, WEB based, Grouping, Export data, Phaser based. Features in details. There are 26 tutorials describing work with editor. We are actively adding new text and video tutorials. We recomment to check out how to create Digger mini-game from A to Z. Also there is a 30 minute video. Upcomming features: animation editor. Check out video teaser. Info email: [email protected]
  2. Hi I'm a completely noob when it comes to Javascript and Phaser so I imagine my question is a pretty simple one. I've completed the 'make your first game' tutorial from the Phaser website. I wanted to have a mess about adding some extra elements to it as it suggests at the end of the tutorial. So I've successfully managed to add the 'baddie' sprite into the game and make it move right. However, for some reason it's showing all four frames of the sprite sheet rather than the ones allocated to the 'right' animation. Also I'm wanting it to move along the floor from right to left. So although I can get it to move right, I was wondering how to get it to move back to the left once it gets to the boarder of the screen and then do the same when it gets to the board of the left side of the screen. Here's my code for the animation. baddie = game.add.sprite(100, game.world.height - 95, 'baddie'); game.physics.arcade.enable(baddie); baddie.body.gravity.y = 350; baddie.body.collideWorldBounds = true; baddie.animations.add('left', [0,1], 10, true); baddie.animations.add('right', [2, 3], 10, true); // The score scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); // Our controls. cursors = game.input.keyboard.createCursorKeys(); }function update() { // Collide the player and the stars with the platforms game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(baddie, platforms); game.physics.arcade.collide(stars, platforms); // Checks to see if the player overlaps with any of the stars, if he does call the collectStar function game.physics.arcade.overlap(player, stars, collectStar, null, this); // Reset the players velocity (movement) player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else { // Stand still player.animations.stop(); player.frame = 4; } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -300; } baddie.body.velocity.x = 100; baddie.animations.play('right'); Thanks in advance.
  3. Hi there, I'm trying to get off the ground with creating my own phaser games, but I've hit a blocker that I just can't work out. I have a very basic setup, based on the Phaser Tutorial examples: index.htmljsphaser.min.jsassetsstarfield.pngThis is my very, very basic index.html code - but it falls over at the first hurdle when I try to access a game.physics method: <!doctype html><html> <head> <meta charset="UTF-8" /> <title>hello phaser!</title> <script type="text/javascript" src="js/phaser.min.js"></script> </head> <body> <script type="text/javascript"> window.onload = function() { var game = new Phaser.Game(1900, 1000, Phaser.AUTO, '', { preload: preload, create: create }); function preload () { game.load.image('starfield', 'assets/starfield.png'); } function create () { game.physics.startSystem(Phaser.Physics.ARCADE); // The scrolling starfield background starfield = game.add.tileSprite(0, 0, 1900, 1000, 'starfield'); } }; </script> </body></html>In Chrome I get the following error: Uncaught TypeError: Object #<Object> has no method 'enable' (index):48 create(index):48 d.StateManager.loadCompletephaser.min.js:4 d.Game.loadCompletephaser.min.js:5 d.SignalBinding.executephaser.min.js:4 d.Signal.dispatchphaser.min.js:4 dispatchphaser.min.js:4 d.Loader.nextFilephaser.min.js:10 d.Loader.fileCompletephaser.min.js:9 a.data.onloadphaser.min.js:9 This is all running locally under Apache. I have tried a few other basic things, but whenever I try to access any Phaser object methods I get this same 'Uncaught TypeError' issue. I have phaser-examples set up locally, and these run just fine - as do the Phaser Tutorial examples. I have been trying to just build out from the tutorials to experiment and get to grips with everything. I assume it's a really dumb error, but I just can't see where I'm going wrong. Any tips would be gratefully accepted. Thanks, Stu
  4. Hello, I downloaded a copy of phaser and threw it in my MAMP folder - started my local web server. And then created a basic game.html file + game.js + phaser.js. game.html looks like this: <html> <head> <script src="phaser.js"></script> <script src="game.js"></script> </head> <body> <div id="game"></div> </body></html> game.js looks like this: var headImage;var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });function preload() { game.load.image('head', 'head.png');}function create() {}function update() {}I opened in chrome, and am seeing a blank page with the following error in the console: "Uncaught TypeError: Cannot read property 'style' of null" I'm not sure what I'm doing wrong.
  5. The Turbulenz webcast video is now available to watch from either of these places: YouTubeTurbulenz Livestream pageThe session included: Getting setup with the turbulenz_engine open source repository.A brief introduction to using the Turbulenz APIs.A step-by-step walk-through of building a game, combining 2D physics with 3D rendering.A demonstration of the example game on hub.turbulenz.com, playable from desktop and mobile.Q&A with Ian & David from the Turbulenz development team. The example game “Debris Dodger” created during the session has been made available on Github so you can try it for yourself. Just update to the latest open source version and follow the steps in the README. Debris Dodger Github repo with all the code and assets to play with. A few additional links to things we discussed: Denki Word Quest running as a native android appDebris Dodger running on mobile from hub.turbulenz.comFeedback welcome! We're looking for feedback for the event, to gauge: If you found the content useful, would you like us to do another one in the future?What parts were most relevant to you?What would you like to know more about if we did a follow-up webcast? Please post suggestions for future topics and we'll see what we can do. Thanks! Ian
  6. Hi, I write blog articles about creating html5 games. In those articles I explained how to create a game step by step. My English skills are pretty bad so I can not translate articles myself. If you can speak French, feel free to translate and / or uses those articles as you wish. Create a Snake like with Crafty : https://hugeen.wordpress.com/2013/01/26/introduction-a-la-creation-dun-jeu-html5-avec-crafty/ Create a Platformer with ImpactJS : https://hugeen.wordpress.com/2013/03/25/introduction-a-la-creation-dun-jeu-html5-avec-impactjs/ Create a Match3 with CreateJS : http://hugeen.wordpress.com/2013/05/16/introduction-a-la-creation-dun-jeu-html5-avec-createjs/ Thanks, Cyrille :-)
  7. Next week on Tuesday 21st May, Turbulenz will be running a live webcast introducing people to the Turbulenz Engine. Details of the event can be found in the news article:http://news.turbulenz.com/post/50503669601/join-our-live-webcast-introducing-the-turbulenz-html5 We will be streaming the event using Livestream here:https://new.livestream.com/turbulenz/turbulenz-engine-intro If you have questions you would like us to cover during the Q&A, please send them to us ahead of time. There is a comment thread on the Livestream page so you can add them now. Thanks! Ian