Search the Community

Showing results for tags 'guide'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda.js
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 6 results

  1. Hi, Everyone. this is my first game ( At least the one that got completed). I wanted to make some money out of it. Since this is my first game, I didn't have high hopes. But I got rejected by every sponsor I contacted ( I mean the few who replied). So, Anyone who can give me some pointer on how I can make this game or any future game that I'll be making better. please check out my game lolly match . Any feedback will be appreciated. Thanks in Advance.
  2. SUMMARY: This post: HOW TO 2nd post: Original question that originated this post 3rd post: Research log concerning some problems and workarounds pertinent to this how-to THIS HOW-TO IS IN AN UNUSABLE STATE, AND HAS BEEN NOW ABANDONED. SORRY FOR THE NOISE. Okay, so after some hours of research here's what I came up with, in case anyone's interested or as a future reference for myself. These are the configuration steps to set up a Phaser project in Eclipse Mars.2 (4.5.2). I guess these might change from version to version, but remain essentially similar. You'll need to set up a local web server, but this is beyond the scope of these instructions. In my case I installed a WAMP (Windows-Apache-MySQL-PHP). 1. Head to http://phaser.io/download/stable and click on "clone". In my case this took me to: https://github.com/photonstorm/phaser/tree/v2.4.8 2. Click on "Clone or download". A dialog unfolds with the git repository URL. Copy to clipboard. In my case it was: https://github.com/photonstorm/phaser.git 3. Go to Eclipse and: Window->Perspective->Open perspective->Other->Git->Ok 4. Select to clone a Git repository. Paste in URI field->Next 5. Select All. Theoretically IIUC you should only need the "Master" branch. But I selected all just in case.->Next 6. It will want to clone in some default directory. It's okay like that, just copy the directory path to the clipboard for later.->Finish 7. Go tease you favorite pet/mate while the repository is cloning. 8. Window->Preferences->JavaScript->Include Path->User Libraries->New->Enter "Phaser" as the library name->Add folder->Paste in the "folder" field->Ok 9. Still in Preferences->General->Web Browser->Use external web browser->Select your html5 browser. In my case I left it at "Default system web browser", which is Chrome. 10. Still in Preferences->Server->Runtime Environments->Add->Basic->HTTP Server->Next->Enter your HTTP local server's web directory in the "Publishing Directory" field. In my case this was: "C:\wamp\www"->Finish->Ok 11. Window->Perspective->Open perspective->Other->Web->Ok 12. File->New->Static Web Project->Enter your project's name in the "Project name" field->Select HTTP Server in Target runtime->Finish 13. Right click on your project->Properties->JavaScript->Include Path->Libraries->Add a JavaScript Library->User Library->Select Phaser->Finish->Ok 14. Download https://github.com/photonstorm/phaser/raw/master/resources/tutorials/01%20Getting%20Started/hellophaser.zip or head to http://phaser.io/tutorials/getting-started/part6 and look for the hello phaser example if the previous link didn't work->Unzip in a temporary folder and drag the contents to your project's "WebContent" folder in Eclipse.->Copy files->Ok 15. Right click on WebContent->Import->General->File System->Next->Browse to your git root directory\phaser\build->Select it->Ok->Check phaser.min.js->Finish->Overwrite?:Yes --- OR --- Use your system browser to open the aforementioned directory and drag phaser.min.js to your WebContent on Eclipse and overwrite. 16. Reformat your code from this: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render }); function preload () { } function create () { } function update () { } function render () { } to this: var state = new Phaser.State(); state.preload=preload; state.create=create; state.update=update; state.render=render; var game = new Phaser.Game(800, 600, Phaser.AUTO, '', state); function preload () { } function create () { } function update () { } function render () { } (More info about this in 3rd post) 17. Right click on your project->Run As->1 Run on Server->Basic->HTTP Server->Next->You might need to change your HTTP Port if your server doesn't default to listening on port 80->Finish Your project should have opened in your browser. NOTE: 1. I have no idea if step 14 is correct, or whether you need to include other files in your project's web content directory. 2. If Content Assist (that's what's called the feature I was calling autocomplete) doesn't pop up, hit CTRL+Spacebar. It should work and display Phaser's API documentation. 3. For following new projects you just need to follow steps: 12 to 17, as long as you don't switch your workspace, of course. 4. I will edit this post to reflect changes if you point out any errors in the procedure, etc. Cheers, Eneko P.S.: Setting up IDEs is always a nightmare, isn't it? Unless you got some template...
  3. In game tutorial/help

    I'm making single n-back game https://noobshit.github.io/ What is best way to show user how to play? What hotkeys are used? Should I make screenshoots with additional labels/arrows to explain GUI or is there a better way?
  4. In-game guide

    Hi everyone, I would like to include an in-game guide for the game I'm creating, but I'm doubtful on what's the best method to do it. I think I have the following options: 1) write it on a standard html page and then render it on top of the game canvas as the "how to play" button is pressed, dealing with the eventual rescaling problems. 2) use phaser.text and phaser.image to create the text and manually simulate the scroll The guide is a mix of images and text with formatting, so I would go with the first option, as it's quite difficult to format text with phaser. Are there better methods to do this? If not, what method should I choose?
  5. Greetings folks. I'm putting together a little book(let)/eBook about getting into video game development as part of a college project. It will be aimed at those unsure about what game development is all about and where to get started. The likes of school leavers wondering what to do next, those wanting a career change, hobbyists and those who don't have access to video game specific education. Basically, if you already consider yourself a game developer, this is going to be the book that you will wish you had when you were a kid. The book is not going to be a monotonous grind through wall after wall of text like I see in every other book that tries to explain this topic. I find those very dull and can be a chore to read through, and I believe they do not really reflect the creativity and fun of game development. There is a book that I love called HTML & CSS, Jon Ducket, that is amazing in how it presents information to the reader in an interesting and easily digestible way, that I will be drawing a lot of inspiration from. If you haven't read it, it's definitely worth a look. I don't proclaim to be an authority on anything, and am looking for input and contributions from more experienced practitioners. Things like: Valuable lessons that you have learned that you think anyone wanting to get into game development should know.Challenges you have had to overcomeThings that you wish you knewWhat expectations to have. How does the reality compare to what you imagined?I understand that a lot of this has been asked a hundred times before, so if you know of any existing articles or posts that stand out to you, let me know. Don't be afraid that something might sound stupid or obvious or condescending. To someone who knows very little, anything you say could mean a lot. Anyone is welcome to pitch in. I'm looking for input from seasoned veterans, indie start-ups, '9 to 5'ers, freelancers, anyone with something valuable to share. Please keep the target audience in mind with your replies. Think about what they would want to find. Sources and examples will be much appreciated as this will help me when checking/validating any info before I add it. PLEASE critique anything. I'm quite thick-skinned when it comes to taking feedback, so pile it on however you feel appropriate. I will be selecting what I believe to be the most relevant pieces of info to add to the book, so not everything that gets posted here will be included. I intend for this to be a quick read, finish-able in maybe a few days of casual flicking through. It is meant to be an overview and introduction. Many other books cover specifics should a reader develop an interest. Know of some exceptional resources for learning about more specific topics that I could direct readers to? Let me know. The book will likely be made public domain for anyone to use however they please as I do not plan on commercializing it. Early versions will be made viewable as soon as I can for feedback. Thanks in advance for any responses.
  6. Hello, so as the topic title states. How too keep default touch action that phaser has in phones when using gameController.js? i want to only have control on the left and still keep that touchEvent/function default.. if this is not possible is there better ways to make on-screen controls ? All the help i can get is greatly appreciated. Thanks in advance. -Learning.