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Found 891 results

  1. Hi everyone, Kupiter is a studying tool that models the old Asteroids video game. Players shoot asteroids with letters on them to answer questions, and questions can be created and shared with others. The purpose of this project is to offer a unique way to study/learn by playing a game that is engaging and effective. Our website: kupiter.org Demo questions: kupiter.org/0000 The game features: Power-ups, weapons, bots, and explosions. Real-time leaderboards. Question importing from Quizlet Mobile device compatibility Kupiter was created using Phaser for the game itself, and nodeJS for the server back-end. All of the question sets are stored in a MongoDB database. Try it out and let me know what you think! Thanks, Kevin
  2. spacegame

    My latest game. Built with phaser from a tutorial. I then built on the tutorial by adding access to the localstorage api. Here is the link Positive criticism is much appreciated as well as tips for improvements Thanks Pheaset
  3. Hello everyone, Recently i finished my first medium-sized HTML5 game - Medieval Defense Z. I came from flash background and developing for HTML5 presented with some new challenges. So i would like to share what worked and what didn't. This is more like review/tutorial type of thing, so hopefully someone will find something useful. • Goals: • 60fps. • Smooth gameplay and animations. • Quality comparable to flash games. • Tools: • Language: Haxe. Strictly typed programming language, similar to ActionScript 3.0. Compiles to all major languages, including javascript. • Editing: HaxeDevelop IDE. Freeware, great code completion and very fast compared to everything i tried. • Debugging: Chrome. Has console, debugger and profiler. • Rendering library: Pixi.js. Uses display list concept like flash. Works well. • Sound library: Howler. Good enough, the id system is a bit weird though. • Bitmap font exporter: http://kvazars.com/littera/. Free and web-based. • Sprite Sheet Packer: https://spritesheetpacker.codeplex.com/. Freeware and very simple. • Graphics: • Scaling will look ugly if you use many small png files for textures. • If you want nice scaling, fast load times and fast rendering - pack everything to 2048x2048 spritesheets (include bitmap fonts too). • Resolution of assets: 1024x768, background can extend to 1382x768, so it covers most aspect ratios in horizontal orientation. • To get proper native resolution in mobile browsers i scaled up renderer and scaled down canvas by window.devicePixelRatio. • Sounds: • Library: Howler. • Sound formats: ogg for Chrome and Firefox, m4a for Safari and Internet Explorer (note: mp3 has licensing issues with play count). • ffmpeg: because of licensing issues and whatnot can't convert to m4a, unless you recompile ffmpeg with m4a, which is a pain to setup. • I used MediaHuman Audio Converter (freeware) to convert from wav to ogg and m4a (64 bit). • iOS Safari: keep in mind that before any sound could be played, user must first tap on the screen. • Mouse Events: • Used pixi.js API to open links. • iOS Safari: window.open under "touchstart" event won't open links in new tabs, use "tap" event instead. • sprite.on("mousedown", callback) for desktop. • sprite.on("tap", callback) for mobile. • Performance: • Reuse frequently used sprites. • Avoid creating too many objects every frame. • I would recommend looking up data-oriented programming to get more juice out of Javascript. • Record timeline with Chrome profiler to find performance bottlenecks. • Masks are slow. Use trim if you only need a simple cut. • Game Debugging: • Simple CSS + DOM side menu. • Basic field view/edit. • Simple buttons with callbacks. • How to debug html5 game on android (mobile) with desktop chrome (PC): 1. Upload game to your website. 2. Go to (desktop) chrome: chrome://inspect 3. Connect Android device with USB and run your game on android chrome (your android device must be enabled for development). 4. Open Command Prompt and enter: adb devices (must have Android Debug Bridge installed). 5. To quit debugging enter: adb kill-server • Conclusions: • Programming in Haxe instead of pure Javascript probably saved hours and hours of debugging. • Pixi.js is great, but i wouldn't recommend doing very complex scenes. • Would have liked more automated solution for spritesheet and sound stuff. • Poor performance bites sooner or later, so be prepared to do extensive profiling. • Stable 60fps is very hard to achieve, even if you keep your code below 1-2ms per frame. • Overall i am happy with the results, however it took longer than expected to make this game. Any feedback is appreciated. The game is not yet released, but here is gif trailer:
  4. Today, one of my followers alerted me to a new account on the App Store where 13 of my HTML5 games had been stolen, covered in ads, and credited to someone else. After submitting a DMCA takedown with Apple, I confronted the owner of the account. He told me: "There is a lot of codecanyon html 5 games better than yours.Your games are not top notch (just a few of them - put that in mind). --- The true fact is that you are ignorant, just face the facts. I already bought a lot of codecanyon stuff, chupamobile apps and unity games. --- Put a warning at your page stating that and i guarantee that you wont have problems with other people sharing your games...there tons of other developers that allow us to publish the games." After removing the games he said: "Show me where your games are at our site...otherwise, go to the beach, i guess it is afternoon in Australia right? Or Are You feeling lonely? Want to exchange more emails? Visit tinder and find a partner dude." Clearly this person has no respect for the content he is stealing and monetizing without permission. Since he has published a lot of games (update: most apps have now been removed), I wanted to bring this matter to the attention of other developers in case he has stolen other games (I'm certain he has). Check the account link below and use the following contact information to remove your games if you find them. Account link: https://itunes.apple.com/us/developer/giana-lucia-cardoso-mattos/id504038288 (named after his wife) Account operator: Claudio Souza Mattos (owns many game-related websites) Support website: funtasticstore.com Support email: ravensincusa@gmail.com Additionally, if someone steals your games in the future, please post a similar thread like this so that other developers can cross-reference it for their own games. This isn't the first time this has happened and it won't be the last. Update: he also masquerades as @Jacob Sam on this forum and lies pathologically throughout the rest of this thread.
  5. Hi, I need HTML5 Games Developer. I want you to develop HTML5 multiplayer games. PM me your Portfolio and your Quote.
  6. Hello boys and girls! Is it possible to access local files, images in particular, upload them, and use in the game as a sprite? For example, player clicks a button, opens up a file dialog, chooses an images and uploads it. Later that image is going to used a background or something like that.
  7. Hi guys,A great and very friendly team of professional and creative guys (artists and developers) would be very happy to cooperate on creating mobile games.- Create high-quality 2d graphics: illustrations, symbols and icons, etc. – our professional artists and web designers never lack inspiration. Unique and exclusive products are spiced with a power of experience.- Code in HTML5. Our hard-working developers will provide you with fast and good results.We are open to any offers. We do have some portfolio and would be pleased to share it with you Please, don't hesitate to contact me at daria.onlygames@gmail.comLook forward to hearing from you!
  8. Game Gurus is expanding again and looking for reliable developers experienced in HTML5 game development. Ideally you would be experienced with: Phaser, PandaJS, CocoonJS and creating iOS apps from HTML5 When applying please send your resume to html5job@gamegurus.com and include "HTML5 Developer" in the subject. Also include your portfolio and expected monthly rate. ------------------- www.GameGurus.com From concept to creation, Game Gurus is a full stack developer of games for smartphones, tablets, and all connected devices. We’ve built games for players to learn about Newton’s laws, corporate leadership, anatomy, or just shoot some hoops. Our experienced team are passionate about combining visually impressive art with highly engaging gameplay to immerse players in exciting new worlds.
  9. Hi everyone, We released the 1st official Grumpy Cat mobile game about 2 months ago and has been downloaded over 3M times on iOS and Android! It has been made in our own game engine called Bento, which is based on HTML5/ JS. You can download it on: iOS Android Here's the trailer: https://youtu.be/7XMuyBoVQzs <iframe width="560" height="315" src="https://www.youtube.com/embed/7XMuyBoVQzs" frameborder="0" allowfullscreen></iframe>
  10. Hi, we have recently released Fallin for Android and iPhone/iPad. Please have a look, we are happy about any feedback Fallin for iPhone and iPad: App Store Fallin for Android devices: Play Store You can also follow us at: FACEBOOK TWITTER or visit our website: http://www.iwantanelephant.com/
  11. Hi everyone... I'm making a simple HTML5/JS program I plan to integrate into an existing game I have that is supposed to load an explosion sprite from a sprite sheet I created (375px by 25px, each individual sprite is 25px by 25px, 15 sprites total) onto the HTML canvas. It is not yet animated, as I haven't been able to make it actually show up (this is my problem) I'll leave the code below, if you see what's causing the problem, please leave a reply with a suggestion on how to fix (that would be really helpful as I have been making zero progress in the past hour). Thanks in advance! If it helps, I have been using code from this tutorial here: http://www.williammalone.com/articles/create-html5-canvas-javascript-sprite-animation/ <html> <body> <canvas id="exploder"></canvas> <script> var canvas = document.getElementById("exploder"); canvas.width = 25; canvas.height = 25; var explosionImage = new Image(); explosionImage.src = "ExplosionFinal.png"; var explosion = sprite({ context: canvas.getContext("2d"), width: 25, height: 25, image: explosionImage }); function sprite(options) { var that = {}; that.context = options.context; that.width = options.width; that.height = options.height; that.image = options.image; that.render = function() { // Draw the animation that.context.drawImage( that.image, 0, 0, that.width, that.height, 0, 0, that.width, that.height); }; return that; } explosion.render(); </script> </body> </html> And when I run this in Chrome nothing is showing up in the canvas element. As far as I can tell it isn't an error with sourcing the file as when I hover over this statement here: explosionImage.src = "ExplosionFinal.png"; my text editor shows a preview of the file, with the sprite sheet showing.
  12. Free Multiplatform Game available on Android, Facebook and Chrome Web Store.Soon iOS and Windows Phone versions will be added.Project website: https://doyban.com/matchballoons/Google PlayStore: https://play.google.com/store/apps/details?id=com.doyban.matchballoonsFacebook: https://apps.facebook.com/matchballoons/Chrome Web Store: https://chrome.google.com/webstore/detail/matchballoons/pngjfjiicdgbphmjclejldaaiffofobmAny comments and suggestions are welcome!
  13. Hi all! Lucky Kat is an award winning mobile-first game studio based in the Netherlands. We have a mission to deliver fun game experiences with a pop-culture twist. We are the creators of mobile hits such as Nom Cat, Sky Chasers, Combo Critters and Grumpy Cat's Worst Game Ever. Our games have been featured worldwide by Apple and Google. Be at the heart of Lucky Kat’s development process creating fun and engaging (mobile) game experiences to users all around the world. We use our own proprietary game engine “Bento” which is based on HTML5 /JavaScript. As a Game Developer you will be dedicated to build games from beginning (prototyping) to the end (launch), while working together with artists and product managers. You create high quality and high performance code, and have a passion for game design. Delivering an outstanding user experience is your top priority. For more info, please go to: http://www.lucky-kat.com/gamedeveloper or send your CV and portfolio to jobs[at]lucky-kat.com
  14. html5

    Hi everyone, Famobi has been around for more than two years already, but somehow we haven’t actively taken part in this wonderful forum during this period. Many of you know us already and have published their wonderful games in our network. So first of all we want to say THANK YOU! Thank you for the fantastic games you create, thanks for making the HTML5 games industry the next big thing and thanks for just being really great people. After all you and your games are our daily business. And we have lots of fun with them. But even more important, our clients love them. We have spread your games to many portals, companies and brands and gave them the attention they deserve. Since your games have been the foundation of our company and its ongoing success, it’s only fair that we share with you our current state and upcoming projects. Of course we continue and steadily improve our daily work as a distributor of your games. We place them on all the biggest and most known portals around the globe. And new portals, big and small, are registering for an account at Famobi every day. Another focus right now is Facebook Instant Games. Shortly we will begin placing games in the Facebook messenger. So if you have amazing high score games with a quick and easy gameplay, let us know anytime. One can never have enough of those And in general, please continue to send us your games. There are no restrictions to genre or age. However we have a few requirements based on the needs of our clients and partners, that have proven to be crucial for maximum success. The games must be: Full responsive. Games must work in portrait and landscape mode. Without text. No texts means anyone will understand your game regardless of language. Small. Preferrably the file size should not exceed 3 MB. Smooth performance. Even on lower-end devices. We test our games from iPhone 4S and Samsung Galaxy S4 mini upwards. These are a few examples of games that fulfill these requirements and that we really love: Solitaire Classic Street Race Fury 4 in a Row Classic Bottle Flip Challenge Mandala Coloring Book Backgammon Classic Kids Color Book 2 But before our post reaches the dimensions of a novel, let’s come to an end for now. For all those who didn’t know or contact us yet, you can reach us anytime under these addresses: Game submission: Please use our submit form right here: https://famobi.com/#contact General questions: info@famobi.com Purchase of games: sales@famobi.com Thanks so much and let’s continue to shape the industry! Cheers from the whole team!
  15. Hello everyone! My new game called "Arena Fu" is RELEASED! Check it on #android https://goo.gl/hKluMI , #ios https://goo.gl/WF66Hm and #Win10 https://goo.gl/fSbnkf !
  16. Direct link to game: http://darkwalllke.com/Games/MotorSpeedway/ (free to play) I've been working on MotorSpeedway for the last couple of days. It's a 2D top-down racing game. You can race on different tracks and win money to upgrade your car. If you're interested in getting development updates, please check me out on twitter https://twitter.com/Darkwall_LKE or facebook https://www.facebook.com/profile.php?id=100010690715593. I'll post as I add more tracks and features. Art is from Kenney http://kenney.nl/assets/racing-pack It's controlled using the arrow keys, so it'll only work on a computer, not mobile. Please let me know if you have any issues. Feedback is much appreciated! Thanks, Darkwall
  17. Hello. The question is: how to make a window appears when you press the button? P.S. Strongly do not throw slippers, English I have a bad :)
  18. My first HTML5 Game, Snaked.io (So exciting! ) Every since playing the famous revolutionary agar.io game, I was inspired to create my own "io" game, so here it is! I took the classic version of Snake, and made it multiplayer Snaked.io (Server may take a while to connect, and a bit laggy due to it being free from Heroku) Basically, what I want to know is (preferably 1-10 scale): Do you like the concept? How easy was it to understand how to play? What would you add/change? Any bugs? (For now, may experience lag) What do you think of the name of the game? Anything else that comes into mind, please add! Gameplay Objective of the game is to eat the gray squares causing you to extend your length, while avoiding crashing into yourself, or others. Become the longest of them all! Controls W or ^ - Up S or v - Down A or < - Left D or > - Right Enter - Chat Hope you enjoy this as much as I did making it! SCREENSHOTS Screenshot (1) Screenshot (2)
  19. Hey everyone so I started my venture into programming months ago and started out with game maker language but didn't think I would ever get a job writing games in GML and so I stopped learning it and started learning HTML CSS and just recently 3 months or so ago got into what I thought would be super scary JavaScript, I dabbled in all the languages I could tbh and they all seemed so daunting. I didn't know what to do so I went back to HTML, CSS and JS. I think I understand JavaScript at a beginner level. My question how ever is.Is trying to study HTML5 game development as a sole hope to get a job doing it viable? I mean I can sit here and learn more on making websites but its not really my interest at all. I love games, playing em coming up with ideas to make em all of it. I would of learned Unity or Unreal but C# and C++ seemed so confusing to me, I like how JavaScript writes it just makes sense to me. But then when I start to make games and I've made some with tutorials with the Phase framework. I just get confused if I try to do it on my own. With Phaser I've done many many tutorials but I still can't seem to set out and just write it on my own. I just want to be able to one day make a game and have some kid stumble upon a kick ass browser game like I did years ago when I saw my neighbor playing Tibia and later RuneScape and thought it was the coolest thing ever. I know that RuneScape was originally written in Java and now C++, and Tibia was always a downloaded game idk what language it was written int but it does have a browser option now and I think thats amazing. Great games accessible anywhere with no download. Sources I've used to make games with Phaser Zenva Academy Interphase From Null to Full Lessmilks 2d Platformer Lessmilks Flappy Bird And I've even learned to just make games on the canvas with these 2 sources (no game engine.) GameKedo Intro to Canvas GameKedo Follow Up to beginner course Basically What I'm asking is if I should continue down this route and try to flesh out my skills and get a job for game development and what other sources or routes can I take to get there?
  20. Hi, Note: We try to answer all emails as soon as we can. No email reply from 28th Jan to 30th Jan 2017. We are looking for developers for some games. If you are able to code any of these games or already has something similar, email us (jobs[@]projektcorp.com) for more details. Please include any game(s) that you have previously developed on html5 in the email. We are also interested if you have other ideas or ready-made html5 games. The games have to be simple (no long instruction/explanation) and short (1-2mins), able to play in local multiplayer environment. We hope to build long-term working relationship with you. Important Notes: - We will own all rights to the games, code, and graphics after completion. - Coders must have rights to use any graphics, music, animations used in the games. - API will be provided. - Project time: 1-2 month ============================================================= Games Setting: - Multi-players on same device - play on multi-touch screen The game details below are only guidelines. 1. Memory Game - Random spread of color buttons with different pitch/tone - Game will choose 1 random player to start the game. - Round 1, 3 buttons will lights up randomly. Player has to tap the button in sequence. - Next random player. In a game of 5 players, each player will play once, followed by round 2 - Each turn, player home area will lights up. Home area will show personal score - Limited time for each player to complete game. 2. Color vs text - 10 sec play per player. Blitz - Player with best score win 3. Pins - 1 min game - There will be a rotating circle in the center of the screen. The circle rotation will slowly speed up. - Each player has 10 pins to finish shooting in 1 min. If player's pin hits another pin, 2nd pin dropped. - Winner = player with the most pin on the ball. - Bonus: At random interval, bonus pins will appear on screen, player can drag pin back to own home base. Player will gain extra pin. 4. Cards match - Option: All cards will open for 1 sec before start to speed up game - A deck of cards face down. - During each player's turn, their home base will lights up. - Each player to tap to open 2 cards during their turn. If match, cards removed and player scores. - E.g., Ace heart and Ace diamond is a match. Basically same card, same color to match. - Player with most points win 5. Bounce - tap to shoot ball into goal at center. Long tap for more power. - Random size/weight; bigger ball, heavier. - Most points win - 1 min game 6 tug of war - tap speed game - Each player to tap as fast as they can within their home base. - 1 min game
  21. Hello. I'm from tiny indie studio and today I'll show you our new project. Quady is a puzzle-game in minimalistic style. You take control under few squares at same time and the main task is to merge them together. Use walls or arrows but beware of spikes. More than 40 levels with various obstacles. Game running on html5, made with Phaser. Game available on Play Market for free https://play.google.com/store/apps/details?id=cc.dreamlike.quady All feedback welcome ^__^ Watch trailer:
  22. Hello Guys, We are Squid Squad Team and we would like to present our game developed during the past imagin challenge 2016 (24 hours challenge), Runes of Atlas. This is a puzzle game, you have to combine ancient runes to make the submerged temple rise again. https://squidsquad.itch.io/runes-of-atlas All feedback are welcome. Thanks, and enjoy!
  23. Yatzy Solitaire - An HTML5 game by ludado.com Hello, Yatzy is a classic and incredibly addictive dice game. Its features: - You can play it on every device: desktop or laptop, mobile or tablet, even on your Smart TV. - You can play as guest or as a registered user. - Daily, monthly and all time global rankings. - Free to play. As a HTML5 games developer, you might believe that it is an easy to develop game, but it takes advantage of the Websocket API, so that the game logic is executed on server side. We would like you to give us feed back on the game. Thank you very much.
  24. Ahok has become a Kungfu Master. Get ready for rat attacks in the Jakarta city. wreck them all with kungfu style to save the city. Test your reflexes and break the records from around the world. Features: Addictive arcade game play. Fight hundreds of enemies every minute. funny sound effect and voices. Screenshot: Game Link(Please help rate and comment for both version. thanks ): HTML5: here and here Android If you are interested with HTML5 version. it's also available for non-exclusive license. Please contact me at smilesoft [at] live.com and here is the list of my latest HTML5 games(available for licensing): HTML5 games list Thanks.
  25. 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); }, ...