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Found 1,042 results

  1. Spritesheet Editor in web Create spritesheets by placing images in cells, set up sizes and offsets of your columns and rows. Download generated JSON file with coordinates of each of your sprite and PNG spritesheet image. Autosave of your progress, sharing, collaboration work; Development of spritesheet is not easiest in terms of 20 or 100 sprites. In case of WebGL games it's quite necessary to have one spritesheet instead of using separated images each iteration of rendering. Tool is useful for designers and developers who are interested in development 2D, 2.5D games. I'm seeking for React developers to build this app for community for free. The project consists of 3 phases. First one gives you main functionality for generating PNG and JSON. Next one will be about keeping information on server-side in database with social network authorization, it will be premium functionality for really cheap 3$/month subscription per account. Last phase will introduce collaboration mode, invite by link and multiply spritesheets management. Please, leave your comments about features you want to have, development already started. Thanks, cheers!
  2. [Phaser] Baked Donuts

    Hello, This is my new game. Any feedback would be greatly appreciated! Google Play: Baked Donuts YouTube: Baked Donuts
  3. Hello, I'm creating my first mobile game via Phaser framework and canvas. So for creating the channel (please check attached screenshot of my spiral channel) I imported my sprite into Physics Editor program, did what is described in this tutorial. Now trying to prepare the part when user will press/touch the ball holder, after touch/press the ball should rotate around the channel and depending on the speed it should fall into holes. Did some research but can't find any example on how I can make the ball move around the channel. Any ideas will be appreciated. I have following code for loading spiral sprite and its json file: preload: function() { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.load.image("spiral", "assets/images/pinball-channel.png"); game.load.image("ballHolder", "assets/images/ball-holder.png"); game.load.image("ball", "assets/images/ball.png"); game.load.physics("physicsData", "assets/sprite_physics.json"); }, create: function() { var ballHolderGraphic; ballHolderGraphic = game.add.sprite(196.5, game.height-98, 'ballHolder'); ballHolderGraphic.width = 60; ballHolderGraphic.height = 104; ballGraphic = game.add.sprite(213, game.height-ballHolderGraphic.height-23, 'ball'); ballGraphic.width = 28; ballGraphic.height = 28; var channel; game.physics.startSystem(Phaser.Physics.P2JS); channel = game.add.sprite(225, 365, 'spiral'); channel.width = 400; channel.height = 550; game.physics.p2.enable(channel, false); channel.body.clearShapes(); channel.body.loadPolygon('physicsData', 'spiral'); } Also I have one issue, after this line (channel.body.loadPolygon('physicsData', 'spiral');) nothing (image, button,etc...) is being displayed in the screen but once I add them before this channel part, it works perfectly. Any ideas why? Thanks
  4. 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?
  5. HTML5 current state in 2017

    Hey everyone! I've developed Flash games for several years, I'm currently maintaining several large Flash games. In the meanwhile, I invest some of my time learning other technologies, since we all know that Flash is doomed. I don't really enjoy developing in Unity and I want to invest my time in learning HTML5 game development properly. Up until now I only built very small casual test games. But you know, since I will be investing a lot of time in this... I want to hear from other developers that are in the industry, an objective opinion about the current state of HTML5 games in 2017. For instance, I can think of these questions: Are mobile browsers implementing web standards as fast as desktop browsers these days? Are there plenty of HTML5 game dev jobs on the market these days? Do you see HTML5 games matching other technologies to develop mobile games? Whats performance like on desktop, and mobile? Is it worth developing in Javascript ES6 and then just transpile to ES5? Thanks for your time
  6. [Construct 2] Basket Slam Dunk

    Hello again community, I want to show you this little success for me, Basket Slam Dunk, has been the game that has played the most of all that I have done. It has more than 100,000 games played, a record for me. It is a casual game, easy to play and playable on any device. You have to throw the player and put in the basket, very easy to play, and with unlockable balls. I hope you like it Link :
  7. Hello, I want to show you my latest game created with Construct 3, a casual game designed for children. It is very easy to play, and playable from any device. We must prevent the Martians from reaching the earth, with one of our small and stubborn heroes XD. You can use the touch screen or keyboard arrows to play. Link:
  8. Hi, guys. I selling my html5 games templates: 1. Tap 10 Sec - HTML5 Game + Mobile Version! (Construct-2 CAPX) 2. Retro Speed - HTML5 Game + Mobile Version! (Construct-2 CAPX) 3. Save Rocket - HTML5 Game + Mobile Version! (Construct-2 CAPX)
  9. Looking for a job

    Hello, programmers, designers, game enthusiasts and work with this entertaining game! We are Vietnamese. We are young people who have enjoyed playing games since childhood. We are passionate about them and now we create them. We love the work we do. We are approaching the technology of making games with html5. And we look forward to cooperating remotely with anyone who needs us. We have been doing game projects for partners putting them on their website. We can do everything from web programming, frontend, backend, web api, payment integration to in-game client. However, we have not done much gaming projects yet. We are young and want to challenge. We will take your project and take it seriously. You will not lose money if we do not work well. We can work both weekends and even in extreme weather. Please contact us if you are interested. Our English is very low. We will improve it. Get your CV via this email: We look forward to working with you and sharing your passion for an entertaining gaming world.
  10. Helloes. Important game points Toss up between top down rpg/adventure (snes zelda, secret of mana) with management games Should have quasy multiplayer, meaning that client deals with representation and server does everything else Procedurally generated for the most part, using tilesets or tilesections Gamepad friendly. Both X360 and DS4 How I plan to approach it Step by step, spread across mini-games and mini projects For starters, an idle game featuring the procgenned skill system Everything barebones regarding graphics untill the very end The main issues/worries I have Not sure between Cocos2d-x and PixiJS, or perhaps something else entirely, for the graphical representation What language for server side of things? Anything is fine for me, as long as its the (near)best solution I'd like to tackle the server part early on to know how to approach everything else Closing I wrote a bunch of stuff, then cut it down to bullet points as no one needs to read useless shit. I have no monetary expectations. I have an artist lined up who would do the gfx if I ever make something proper (can invest in some already done assets aswell). I do have experience modding various games and doing general coding across various languages (mini sites, apps and the like for my own amusement). I'm quick learning, adaptive and too old to have delusions of grandeur and will rather treat this as a hobby that eats a big part of my free time. Anyways, hope some of you have some suggestions and know limitations of various libraries and practices involved. I have nothing to offer in return except gratitude.
  11. Planet Of Kaz

    Hi guys, We want to share our HTML5 game project Planet Of Kaz. Here's some of the game features: > GAME FEATURES>> Collectible skill card- Collecting skill card by finding and buying from npc and roullete.>> Customized skill- Bring wanted skill card only, and leave unwanted skill card.>> Outer space monsters- Prepare to fight many kinds of monsters.>> Rescue- Rescue as many survivor as you can, each of them have a unique role to help you. You can play the Planet Of Kaz game free at: or download the android version here: For publisher/ sponsor, Planet of Kaz is available for sitelock sponsorship. Thank you guys
  12. hey guys, I'm making a puzzle game having some grids/tiles.It have almost 100 levels.If i make that in tiled can i store level data for those 100 levels in one json.If i manually create json leveldata and create levels ,will there be any efficiency problem.Because maximum sprites in a level may be 30 something.Which will be the Best choice? .
  13. Hello everyone, I want to present you my game, "Space Friends - Shooter Game". Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  14. When programming my HTML5 2d game I noticed that using the new operator during game play can be quite expensive sometimes if many objects are created. So I wonder what is good practice here? When you implement your game do you always create the objects that are going to be dynamically used from start (for objects such as particles, ammunation, explosions etc), and then reuse them during game play?
  15. Hello everyone! Let me offer you my services as a full time Construct 2 Game Developer / Game Designer About myself: 5+ years experience using Construct 2 60+ finished games made for different clients all kinds of games, from simple to normal to advanced to corporate games working 8-16 hours a day being a full time game developer, even weekends are work days in case of an urgent deadline my portfolio website: My rates are fair to both you as a client, and me as a freelancer, after checking the GDD or the game details you have, i shall give you a fixed price for the whole thing. Looking forward to receiving your requests.. Sparx
  16. Hello, A new upcoming startup is looking for a freelancer developer (for a really cool job). Skills: 3D graphics (Three.js / Babylon.js or any other alternative) Extras: React Node.js TypeScript ES6/ES7 Redux or any other alternative or PM for details
  17. Mad World is Opening Halloween Event. And You can connect with Only Click Please Enjoy Now Many user playing and tomorrow We will be More Contents like Inventory, Levelup, New Boss, New Maps and more we are opening events. please check FACEBOOK Please thx a lot You can check More Info Here Check More Infomation here please ^^ d
  18. HTML5 Ads Solution

    I know that this topis has been already discussed, but I wasn't been able to find workable solution for our company. We need simple solution to monetize our game via ads (adsense videos). I have already tried phaser-ads plugin (samples are running but unable to display anything else), a4g plugin (samples running but whe I have provided our ZONE_IDs, and nothing). So are there any other solutions, or can you navigate me thre doubleclick configuration?
  19. Untamed [Shooting Game]

    Hi guys, We just release our newest HTML5 game, Untamed. It's a shooting game with a lot of upgrade options. You can play the game free at You can also embed the game using gamedistribution here: This game is available for sitelock sponsorship, feel free to contact us if you want to license the game. Have a great day guys
  20. I am trying to make a platformer mod of the first tutorial platformer, and this is my first time working with phaser. I am attempting to have diamonds spawn from the sky on a timer, that the player may collect. Everything except the spawning of diamonds seems to be working correctly, my code is as follows: <!--The sprites and some of the movement controls for this game come from this tutorial: --> <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Phaser - Making your first game, part 9</title> <script type="text/javascript" src="js/phaser.min.js"></script> <style type="text/css"> body { margin: 0; } </style> </head> <body> <script type="text/javascript"> //sets up a game, setting the area of play and loading it in var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); //loads what will be needed for the game before the game starts function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('diamond', 'assets/diamond.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } //here I can set variables that can be accesses by create, //much like putting in variables before calling them in unity var player; var platforms; //directional keys to use for movement var cursors; var score = 0; var scoreString = ''; var scoreText var scoreText; var firingTimer = 0; //uses the preloaded items and other lines of code to make the beef of the game function create() { game.add.sprite(0, 0, 'sky'); //enables arcade physics game.physics.startSystem(Phaser.Physics.ARCADE); diamonds =; diamonds.enableBody = true; diamonds.createMultiple(30, 'diamond'); diamonds.setAll('anchor.x', 350); diamonds.setAll('anchor.y', 350); diamonds.setAll('outOfBoundsKill', true); diamonds.setAll('checkWorldBounds', true); // The score scoreString = 'Score : '; scoreText = game.add.text(10, 10, scoreString + score, { font: '34px Arial', fill: '#fff' }); //background //will contain the ground platforms =; //any object in the platforms group will have a body platforms.enableBody = true; // Here is where the ground is created var ground = platforms.create(0, - 64, 'ground'); // Scale it to fit the width of the game (the original sprite is 400x32 in size) ground.scale.setTo(2, 2); // This stops the ground from falling away when you jump on it ground.body.immovable = true; // The player and its settings player = game.add.sprite(350, 400, 'dude'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. player.body.bounce.y = 0.2; player.body.gravity.y = 600; player.body.collideWorldBounds = true; //Our two animations, walking left and right. player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); //controls cursors = game.input.keyboard.createCursorKeys(); } function update() { console.log(firingTimer); // Collide the player with the ground game.physics.arcade.collide(player, platforms); // Reset the players velocity (movement) //this means that if no keys are pressed, the player will //remain in place player.body.velocity.x = 0; //if the left arrow is pressed, add velocity to the player and play an animation if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -400;'left'); } //if the right arrow is pressed, add velocity to the player and play an animation else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 400;'right'); } else //if no keys are pressed. animation is set to one constant frame //and no velocity is added { //Stand still player.animations.stop(); //sets player's frame to the one facing forward 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 = -350; } if ( > firingTimer) { //enemyfires generateDiamond(); } game.physics.arcade.overlap(diamonds , player, aquireDiamond, null, this); } function generateDiamond(){ diamond = diamonds.getFirstExists(false); if(diamond){ diamond.reset(350, 350); firingTimer = + 2000; diamond.body.gravity.y = 200; } } function aquireDiamond(player,diamond){ diamond.kill (); score+=100; scoreText.text = scoreString + score; Debug.log //if time = certain amount then spawn diamond in random //position above screen and let it fall, it will not stay on the ground } </script> </body> </html>
  21. Hi! I have for the past year been working on a 2d platform web game. The code is written in Javascript/HTML5 without using any other libraries. I now have just about 10 % left of the game, but I don't have much experience in how I can launch and distribute the game in a good way. How do you do it when you have finshed a game that you want many people to play? For example some things I have been wondering about: If a game is written in HTML5, can it then be distributed on Steam? Is there any easy way to convert the JS-code into an executable file that can be downloaded, and in that way protect the code in case I would like to sell the game.
  22. Hi All, We are seeking some smart coders/small teams to adapt our new slot game platform using HTML5 as client and any language implementation as backend to control game logic on docker infrastructure. If you are interested and want to know more detail, pls reply or drop me message and we can discuss offline. Thanks! Chase.
  23. Hi! I've got a new HTML5 Game for sale called Ninja Surudo. Check it out: Contact me to discuss on the type of license, price and other details. You can e-mail met at : [[[ jtdispagma {at) gmail (dot} com ]]] You can also PM me if you want.
  24. HelloweenParty game is available for licencing in next few days. you can play it here:
  25. SVG and audio [SOLVED]

    Hi there, I'm looking for a way to display audio with an SVG file withe a web browser. And I don't know how to do so. I found a thread on StackOverflow but I can't comment it, so I started a new thread. So, this webpage seems to be working with this code: <svg xmlns="" xmlns:xlink="" xmlns:html="" viewBox="0 0 1600 1000"> <defs> <style> :root { background: black } text { fill: white; font: 60px sans-serif; font-weight: 900; text-anchor: middle; pointer-events: none } #about { pointer-events: visiblePainted; } a { fill: #4096EE; } a:hover { text-decoration: underline; } .button:hover { filter: url(#huerot80) } .button:active { filter: url(#huerot50) } #about { font-size: 12px } </style> <filter id="ds"> <feGaussianBlur in="SourceAlpha" stdDeviation="3"/> <feOffset dx="2" dy="2"/> <feComposite in="SourceGraphic" operator="over"/> </filter> <filter id="huerot80" x="0" y="0" width="1" height="1"> <feColorMatrix type="hueRotate" values="80"/> </filter> <filter id="huerot50" x="0" y="0" width="1" height="1"> <feColorMatrix type="hueRotate" values="50"/> </filter> <linearGradient id="stops"> <stop style="stop-color:#4096EE;stop-opacity:1" offset="0"/> <stop style="stop-color:#4096EE;stop-opacity:0" offset="1"/> </linearGradient> <linearGradient x1="0" y1="0" x2="0" y2="-1.5" id="fill" xlink:href="#stops" spreadMethod="reflect"/> <linearGradient x1="0" y1="0" x2="0" y2="-1.5" id="stroke" xlink:href="#stops" spreadMethod="reflect" gradientTransform="scale(1 -1)"/> <script> function $(sel) { return document.querySelector(sel); } </script> <audio xmlns=""> <source src="media/bubbles.ogg" type="audio/ogg"/> <source src="media/bubbles.mp3" type="audio/mpeg"/> <source src="media/bubbles.wav" type="audio/x-wav"/> </audio> </defs> <g class="button" transform="translate(600, 200)"> <rect width="400" height="86" rx="16" fill="url(#fill)" stroke="url(#stroke)" onclick="try { $('audio').currentTime=0; } catch(e) {} $('audio').play()"/> <text x="200" y="65" filter="url(#ds)">Click me</text> </g> <g class="button" transform="translate(600, 300)"> <rect width="400" height="86" rx="16" fill="url(#fill)" stroke="url(#stroke)" onmouseover="$('audio').play(); $('audio').loop=true;" onmouseout="$('audio').pause(); try { $('audio').currentTime=0; } catch(e) {} $('audio').loop=false;"/> <text x="200" y="65" filter="url(#ds)">Hover me</text> </g> <text id="about" x="50%" y="50%">This example uses HTML5 audio together with SVG. <a xlink:href="">Bubbles sound effect</a> recorded by Mike Koenig (<a xlink:href="">CC-By</a>). </text> </svg> And when I try to copy/paste it and try it to understand how it works and how to modify it, i get a problem: When I try to trigger the audio (with the click or the hover): TypeError: $(...).play is not a function[En savoir plus] test.html:1:1 TypeError: $(...).pause is not a function[En savoir plus] I tried several things but I couldn't solve this problem and display audio with my web browser (firefox and chromium). Thank's for your help ^^ If you know an other light way to play audio with an SVG file I'm also ready to hear it ^^ Cheers