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Found 1,152 results

  1. I am new to html5 games. I wanna know what LACKS in HTML5 games in terms of revenue ? Can you monetize html5 games with banners and interestitial ads as ANDROID GAMES DOES ? Is there a possibility of implementing IAP or rewarded videos like ANDROID ? Do u thing that using webview that host an HTML5 game in ANDROID and use all these forms of ads above is a good idea ?
  2. Play Cool Math

    Online Sudoku Game

    Hi I want to present new game Online Sudoku Daily mode (Every day new level) Classic mode (easy, medium, hard) Print Sudoku Facebook connect Top score for daily mode Backup (restore game if you close browser) Magic button (help) Pause Restrore progress system (if you logined, you can restore progress on other devices and browsers) Mobile Versions:
  3. The classic whack a mole game, but with typing. Another Panda2 game I've made for my typing test website to match my Balloon Popper game. Let me know any comments or suggestions, thanks! https://www.quicktypingtest.com/game/whack-mole
  4. Play Link: Monster Clean-Up Hello fellow devs, this is a new Phaser 3 game I've created this week: Monster Clean-Up! If you like casual games that challenge your reflexes, give it a try! There are also some rogue-lite elements in the game as you are able to collect things along the way, as well as stack up on money. If you have enough, you can spend your money to save progress! All the sprites in the game have been hand-drawn by me, which is a first. So if the art style is off at points, that's on me being a novice pixel artist. However, I would love to hear all your feedback regarding the art style as well as the overall gameplay! Thank you for checking it out Play Link: Monster Clean-Up
  5. Hi, I manage to figure out how to tween a button's alpha from 1 to 0.5, using tweenjs. Now I can't seem to get it to jump to a certain location after the alpha is 0.5: this.coverBtn.addEventListener("click", coverBtnfadeOutClick.bind(this)); function coverBtnfadeOutClick() { createjs.Tween.get(this.coverBtn) .to({ alpha: 0.5 }, 100, createjs.Ease.none); if (this.coverBtn.alpha == 0.5) { this.coverBtn.x += 100; } } I usually just use onEnterFrame for AS2 in Flash era. How do I do that for html5?
  6. in Animate CC, how do I make a global fadeOut function? In my canvas I have a Square and a Circle movieclip acting as buttons. I want to be able to click on each and have them fadeOut. Instead of writing the fadeOut code individually, is it possible to just usea global function? I don't really know what I'm doing. Found Adobe's page about Convert your ActionScript code to HTML5. I tried my hand at it, but I'm stuck at this: //Square btn this.square_mc.addEventListener("click", square_mcClick.bind(this)); function square_mcClick() { fadeOut(); } // Circle btn this.circle_mc.addEventListener("click", circle_mcClick.bind(this)); function circle_mcClick() { fadeOut(); } // Global fadeOut function function fadeOut() { this.addEventListener('tick', fl_FadeSymbolOut.bind(this)); this.alpha = 1; function fl_FadeSymbolOut() { this.alpha -= 0.01; if (this.alpha <= 1) { this.removeEventListener('tick', fl_FadeSymbolOut.bind(this)); } }
  7. Hello, I'm trying to translate this gotoAndPlay/array framelabel code from as2 into html5, but I'm not having much luck: frameLabel = new Array() frameLabel[0] = "repeat"; frameLabel[1] = "dontrepeat"; rand = random(frameLabel.length); gotoAndPlay(frameLabel[rand]); I got this html5 random array code from somewhere but couldn't make it work: var frameLabel = ["repeat", "dontrepeat"]; var rand = frameLabel[(Math.random() * frameLabel.length) | 0]; this.gotoAndPlay(frameLabel[rand]); Anyone can help?
  8. Hi! We're a mobile marketing company - Rocket10. We locates in Moscow, Russia and we work with mobile apps installing technologies. We need a specialist to join our company as a part of a team, who will create a playable creatives for our DemandSitePlatform - Bidease. https://www.bidease.com We can work on a remote base, but if you want to work in our office - always welcome! Requirements: Knowledge of HTML5 / CSS3. Experience with Git. Experience with PIXI / Phaser Experience with Photoshop / flash / textured packer The presence of finished examples of works on html5 with dynamics, not sites (games, postcards, banners, etc.) Let us know if you want to join our team!
  9. Hi, guys! I develop HTML5 games and Mobile games, in game engine Construct 2. You can buy my games here: https://codecanyon.net/user/gmsdev/portfolio If you purchase any of my items – you will have full support! You can write to me at https://codecanyon.net/user/gmsdev#contact and i will answer you as soon as possible You Can Export Construct Games to IOS and Android use next services: - Cocoon.io - Intel XDK - Monaca.io
  10. Check out my simple HTML5 game for this typing test website. Balloons with letters come up and you have to click the letter to pop it. There will be lowercase, uppercase, numbers and symbols with different points. You have 90 seconds, and the more you pop the faster it runs. Let me know any comments or suggestions, thanks! https://www.quicktypingtest.com/game/balloon-popper
  11. pixel pugs

    Ingrid and the Exalted Coven

    Starting in late April, my friend and I hatched a plan to start making games. We started small and this is the result. Ingrid and the Exalted Coven is our first game. It took us nearly three months to develop, and it was a wonderful learning experience for the both of us. Ingrid and the Exalted Coven is a simple card game, built in the Defold engine. It tells the story of Ingrid, a powerful young witch who has been challenged by a colorful pantheon of vile wizards, to discover who is the strongest magic user in the world. I hope you enjoy it, and look forward to your feedback. The game is playable for free on itch.io. There is also a link below. LINK TO GAME: https://pixel-pugs.itch.io/ingrid-and-the-exalted-coven
  12. Hi All! I'm a single indie game developer who has released games on steam, android, itch.io, gamejolt and kongregate etc. Though I felt like I hit a problem when it came to monetizing web games. I found with mobile games, advertising was the best way to earn. So of coarse earning from ad's with your small HTML5 games should be the best way to earn from web games but sites like kongregate only give you on average 25% of ad earnings. While even though I personally love Itch.io for selling games, you can only earn from donations when it comes to web games. Leaving you with the only option of hosting the games yourself, which means you are alone in driving traffic to your games. So I set out to not only design a platform that allows developers to earn from ad's (adf.ly ad's). So I set out to not only design a platform that allows developers to earn from ad's (ads from our own advertising network serving exciting gaming adverts players will want to see). A platform which is easy to use, quick to sign up and allows you to instantly publish your games online. A platform which is 100% mobile friendly allowing players to play your games on far more devices. Best of all, you will earn 100% from your game's players. https://play.idevgames.co.uk The play arcade is completely free and allows you to get your game online and start earning within minutes. It is the simplest and quickest way to start earning from your games with ad's. No need for API's, it's all built into the site. Also I want to make the point that I do not earn anything from the site currently, I built the platform originally for my own game's and because this was something that I wanted from a web based platform. I will also never charge for this service or forcefully take a percentage of your ad earnings in the future. The site is still being developed but is fully functional with some pretty cool features too, like: Embed your games easily on any site and still earn from every player Allow your players to give you donations through paypal Allow your players to subscribe to your patreon Turn off ad's at any time and turn them on again... Even choose the frequency your ad is displayed People can review your games Publish your games to the site instantly Keep your game private when testing The site is growing everyday and I hope you decide to take a look. Thanks, -iDev
  13. Gelbold

    Robo Rumble 1

    This is my new html5 game.. please play and give feedback http://www.gelbold.com/game/robo-rumble-1
  14. Pankaj Singh

    Html5 Game Developer

    Hi Guys, We have urgent requirement for Html5 Game Developer for Slot Game Technical Skills: • HTML5, createjs and Javascript expertise for Desktop/Mobile games • Canvas- programming (Multi Layer). • WebGL API for 3D graphics and animation. • Mobile events and device orientation. • Performance optimization techniques and run time performance improvements on mobile devices. • Ajax, Websockets & Web Workers, I/O, NodeJS and server-sent events. Kindly share your portfolio link and resume on this email- pankaj.singh@progaindia.com Thanks Pankaj Singh
  15. Thomas Hunter II

    Cobalt Dungeon

    Hey there! I recently released a mobile game called Cobalt Dungeon. This game is based on Phaser 2 and uses a fullscreen canvas and basically only touches the DOM during initialization. The application itself is wrapped in Cordova 8 and runs on iPhone and Android. It's currently available for both platforms in their respective stores: Cobalt Dungeon for iOS on the App Store Cobalt Dungeon for Android on the Play Store The game took me four months to create, from start to finish. I had created games before using HTML5 / canvas, and had released one before on the app stores (I later open-sourced it as Mobile Game Skeleton, if you're curious), so the process was familiar. This game is very Indie, like most of the games on this forum, with me being the only dedicated contributor. I made the music and sound effects, sourced /remixed existing graphics, etc. One thing that might make this game a little special is that 99% of the development was done on Linux, almost entirely using open source tools, though I do have a Macbook Air I use solely for iOS builds and I did use FL Studio for music. I'd like to talk a bit about the process I went through, hopefully someone else will find it useful as well! I have been producing a series of game development videos recently and will make a high-level one soon based on this post! I also have a blog with hundreds of development posts, if you are into the whole reading thing. Development Workflow Almost all of the day-to-day game development, e.g. the actual core gameplay of moving around the dungeon and attacking enemies and picking up items, is designed and debugged using the responsive view of the web debugger in Google Chrome. Personally I prefer Firefox for web browsing but there's no beating Chrome when it comes to dev tooling. This tool is great because once you tell it to pretend to be a particular device (e.g. an Android Nexus 5x or an iPhone 6s) it'll do everything from setting the user-agent to reconfiguring the pointer to send touch events. Being able to interact, alter game state, and read console messages in real time is a total must. Very little on-device development happened for the first three months (mostly occasional performance testing). Of course, testing locally is fine for a while, but you definitely do need to test on a real device. My daily driver is a Nexus 5x which is a little over 2 years old. I used this device for most of my testing. I figure the average phone is about as powerful as this one so I would constantly make sure the game ran at 60 FPS on this device. My other test device is an iPhone 5. This phone is like 5 years old, so it's mostly safe to say that any game that'll run on this phone will run on any modern iOS device. (One caveat is the new iPhone X notch, which I still need to fix. Resolution differences are also important to consider) You may find weird edge cases which only present themselves when your game runs on a physical device. A common example is related to touch inputs. When debugging these issues you can actually use a Chrome feature called Remote Debugging, which will allow you to use Chrome installed on your computer to interact with Chrome on your Android device (I'm not sure if such a feature exists with iOS Safari, but I didn't need such a feature). Normally Chrome will even show duplicate the view of the phone on your computer screen but it doesn't seem to work with Canvas. Artwork/Aesthetics The game uses 16x16 tiles and a palette of 24 colors. If you find yourself making a pixel art game, you must pick a palette and adhere to it! I found that having such a restriction really helped with creativity, as well as getting an overall cohesive feel. The basic terrain is based on free artwork I found on OpenGameArt.org. That website is amazing for getting assets and I highly recommend you check it out (here's a bunch of music I contributed if you're into that). The players / enemies are based on another art pack which I purchased a license for (around $30 at the time, I think). I would then touch up this artwork to get everything following the same palette. I would also have to stitch the graphics together to build spritesheets and get animations going. Any time I would create new artwork I then do my best to fir the same art style. For example, the first boss Shroomzilla I put togehter. It uses the same color palette, though the visual style is definitely more complex than the simpler graphics used throughout the rest of the game. The graphics for the Ice, Moss, and Fire worlds are altered from the base terrain, but still follow the same palette. The main menu graphic of a stairway going into the dungeon is also something I had to draw based on googled reference material (also with the same palette). The graphics I use do use 1x1 pixels in their source PNG files, despite being rendered on device as some arbitrary pixel size, e.g. 6x7. I do the stretching by dynamically scaling the viewport when the game first loads (I'll make a video explaining this process at some point). This is cool because it's impossible for me to address a sub pixel. You'll see this issue in a lot of pixel-art games where there's partial pixel overlap. Rendering on Android is done with Web GL, and on iOS with software. This was necessary to get the viewport scaling to work, prevent blurry pixels on iOS, and prevent slow performance. E.g., scaling the viewport when rendering Web GL on iOS is very slow and blurry and slow, and works perfectly on Android. Music/Sound Effects The audio was all custom made for this game, both the sound effects (SFX) and the background music (BGM), though the process for making both is very different. SFX: The Sound Effects were mostly made using the wonderful as3sfxr tool. This tool, despite being super old and written in Flash, is one of the best (if not the best) tools for making 8-bit (-esque?) sound effects. The workflow I use is to first figure out what part of the game needs a sound effect, then click the category which sounds most similar, and then start randomizing the sound until it sounds similar to what I'm looking for. If a randomization goes in the wrong direction then undo and try again. Once a sound is pretty I then modify individual parameters until it sounds correct. Once it's done I generate a WAV file and load it into FL Studio. The goal with FL Studio is to create a single MP3 file with all the sound effects, e.g. the first at 0 seconds, the next at 3 seconds, etc. Once this is done I specify the sound locations using JSON. Unfortunately I kept having issues with Phaser's audio library so I chose to use a library called Howler to play the audio. The code for using Howler looks something like this: const TIME = 2999; const SFX = { damage: [0, TIME], explode: [3000, TIME], door: [6000, TIME], wait: [9000, TIME], upgrade: [12000, TIME], }; const sfx = new Howl({ src: './audio/sfx.mp3', sprite: SFX, autoplay: false, volume: 1.0, onload: finishPhaserPreloading }); sfx.play('damage'); BGM: The music was entirely composed using FL Studio (overview video, some notes on how I made the music). One of my goals was for the game to feel familiar to the generation of 8-bit / 16-bit gamers. However, making actual 8-bit / chiptune music was not a requirement by any means. So what I chose to do was keep every song simple; most have only 2 or 3 instruments. With the exception of percussion/drums, the music is entirely synthesized. Whenever possible I would use simple waveforms and simple filters (e.g. for the ice levels the lead is a sine-wave with a touch of delay and reverb). Sometimes I would use more complex instruments, like the string instruments in the main menu / fire levels. With the exception of the main menu music, each song follows the same structure, which you can download as an FLP file here. The tempo does change which is why the songs are of different lengths. Overall I like the way the music turned out. I frequently listen to it while commuting. There's a few things that annoy me, like the bridge in the ice music or the repetitiveness of the moss/jungle music, but overall it's not too bad. The music is the largest part of the application, consuming about 18MB of the overall ~24MB binary. Since most people are listening to it via crummy mobile phone speakers I've compressed the audio at 96kbps in the game (higher bitrates are available for download on my Patreon). Libraries / Code As I mentioned, this game is built using Phaser 2 (I might upgrade to Phaser 3 soon, now that the children/group feature is being added), as well as the Howler library. Code is written in mostly ES2015 syntax. I use Browserify to combine my code, traversing import/export statements. Once browserify is done I then pipe the output through Google Closure Compiler to get a single JavaScript file without any comments or whitespace, and being minified as much as possible (e.g. dead code paths are removed). I don't, however, run any of the libraries through closure compiler. So in my final HTML file I'm loading four libraries: phaser.js, howler.js, cordova.js, and my games bundle.js. Many people seem to enjoy many weeks configuring webpack and getting bleeding-edge versions of the language transpiling but I try to avoid that as much as possible. The game is wrapped in Cordova 8. This requires a whole bunch of JDK and Java build tooling be installed, as well as Xcode on my Macbook. Configuring all that tooling is a nightmare! I also make use of the following four Cordova plugins: <plugin name="cordova-plugin-vibration" spec="^3.0.1" /> <plugin name="cordova-plugin-media" spec="^5.0.2" /> <plugin name="cordova-plugin-admobpro" spec="^2.31.1" /> Vibration is required to get vibration working on iOS (it's not required for Android, it just works out of the box). The media plugin is interesting. At first I would play all the music using Howler. This means the browser itself load the audio into memory. Unfortunately I found that the browser is incapable of destroying the music, even when the appropriate methods are called to unload the audio! Using the Cordova media plugin is necessary if you want to be able to play more than a few songs and not have a mobile browser segfault without a stacktrace in sight. The admobpro plugin is used display ads in the game. Unfortunately the author skims a few percent of your proceeds off the top unless you buy a license. I'm also trying to use an IAP module but am currently having compatibility issues with that and Cordova 8. Now that the game has released I'll try to get the plugin working as I'd like to offer players the ability to give me $2 and to have ads disabled (ads also hurt performance). I do load two JavaScript libraries installed via NPM into the compiled bundle.js by way of Browserify. These are two libraries I also made and open-sourced. Neither has any dependencies so that the output bundle is as straight-forward as possible. The first one is roguelike. This library has a ton of features! All the level and room generation is done using this library. I also use it for a lot of math / random / dice roll calculations as well. The second library is autotile. I use it for taking a 2D array of booleans (representing if the ground is a floor or a hole) and converting it into a format to represent the actual spritesheet offsets. This is very handy so that you don't need to perform the calculations yourself. This allows me to represent a floor using a simple array of booleans instead of tightly coupling it with spritesheet offsets. Tools As I mentioned, I use FL Studio to do the audio work. I bought the Producer version for $200 and have been really happy with it. Since I'm running on Linux that means I need to wrap it in Wine. This experience is a little iffy, e.g. if I attempt to scroll anywhere in the UI the app completely freaks out. Other than that it's been a pretty solid experience, especially since my songs only have a few instruments. For most music, however, this won't be true. The more instruments and effects running, the higher the CPU cost. Running FL Studio directly on Windows will be much more efficient than with Wine and Linux. There are of course free alternatives, especially native Linux tools, but I had used it years ago and was comfortable with it. All coding was done using VIM. Once you get used to those keybindings you'll be trapped using this editor forever. While most of the rooms are procedurally generated, I did want to create a bunch by hand. For example, all of the tutorials and challenges are done by hand. For those I used a tool called Tiled. (At first I hand-generated JSON. This would never scale and prevented creativity). Tiled allows me to edit a visual map, with different layers, using the actual spritesheets used in my game. Tiled will output an XML file format which can even be imported into Phaser! However, passing around a file format representing rooms which is so tightly coupled to the graphics is not a route I wanted to take. So I wrote a converter tool to convert the XML files created by Tiled into a very simple JSON representation which contains only exactly what I need to represent a level. As an example, enemies can be represented as an array of objects with an X/Y coordinate, an Enemy ID, and their Phase. The Tiled representation would contain lookup information for the enemies coordinate in the spritesheet, the layer then graphic is on, and wouldn't have the metadata I need. Here's a video of my Tiled workflow if you'd like a better idea of how I make rooms. For creating the Bitmap font format used by Phaser I used a tool called BM Font. This allows me to take a TTF font and create the XML/PNG files needed for rendering on the web. The process for doing this can be super complex so I even made a video on font conversion for Phaser. Graphic editing was done using GIMP, a free image editing app originally made for Linux but is available for all platforms. Coming from a Photoshop background it can take a while to get used to the keyboard shortcuts and the weird choices GIMP made (e.g. layers have different dimensions, what's up with that?!) I created a palette using the 24 game colors and that really helped my efficiency. I also tweaked the UI to be in single window mode (ala Photoshop) and also reconfigured the tools (mostly disabling anti-aliasing, enabling a 16x16 grid). Once you dig through the menus it's possible to save the tool configuration permanently, which really helps with efficiency. Hardware I did the drawing of the main menu graphic using an old Wacom Tablet bamboo, it's older but probably cost $100. The music was made using an Akai MPK Mini (two octave MIDI controller), also for $100. Neither of these tools were required to produce this game, but they sure make it a fun process. All development was done using a Lenovo Thinkpad Carbon X1 5th generation, by far the best laptop I've ever owned! Worth the $1600 price tag. Live Ops Once a game is live you don't want to have to release a new version of the app for every little update. This is when having a CMS is really helpful. I built a Node-based CMS specifically for game development called Grille. My workflow for this is that I edit a Google Sheet, change values (for example enemy attributes, shop costs, game text, etc). Once I'm satisfied with the result I use Grille to generate a JSON file which I can upload to a CDN. Of course, it's useful to know what in the game actually needs changing! For example, do most players get to level 7 and then stop playing because they get killed by a Mage and get frustrated? For that I use a service called Mixpanel. Throughout the codebase I make analytic calls with useful data. For example, when a player dies, goes to a new floor, buys a shop item, views and ad, etc. I can then use the Mixpanel UI to view a "funnel" of users as they progress through the game. [Attached is a screenshot from Mixpanel showing the level progression funnel] Monetization I make money with ads thanks to Admob. There are two types of ads; the first one is an ad shown when the player switches between rooms. This ad is displayed at most once every five minutes. The second ad is an ad the player can choose to view. When the player dies they can choose to view an ad to respawn in the room they died in. Otherwise they can choose to respawn at an older save point. Let me know if you have any other questions about the development process, or if you'd like me to produce a video explaining any of these topics. Thanks!
  16. Nagval333

    FUNNY BUNNY LOGIC

    Some implementation of old logic. I have to change sounds, maybe change some levels etc but overall this little puzzle game is ready Made by Construct 2 and Inkscape http://funnybunnylogic.bitballoon.com
  17. SOFTGAMES is looking for an experienced Game Developer - JavaScript / HTML5 who is goal-orientated and a strong team player. Join a team of super experienced people to build great games for Messengers that will entertain tens of millions of people around the world every month. You design, architect, test and implement game features into our live games. Further you'll work on upcoming Messenger Games from the scratch until global release and during post-launch. You will collaborate with producers, game artists and with other HTML5 Game Developers to share learning and best practices. You are passionate, ship robust and high-performance code, and act as a fount of knowledge when it comes to game development. As part of a small, high experienced and dynamic team you will enjoy a creative, challenging and collaborative environment. Your role… Develop HTML5 games for Facebook Messenger to expand our portfolio, with Pixi.js Maintain and optimize game features Write robust code to be used by millions of users Work on schedule, set clear goals Independently create complete solutions from scratch Share knowledge and help colleagues Your profile… Great passion for game programming 3+ years of professional software engineering experience Deep knowledge of: Pixi.js JavaScript / HTML5 As a plus: Phaser, TypeScript, Webpack, Reactjs, Node.js Shipped at least 2 mobile/social title, preferably on multiple platforms Ability to quickly get up to speed with existing code Deliver high-quality and well-structured code Open-minded and keen to learn Check out Cookie Crush on Facebook Messenger. Can you build this game? We offer… A spirited, inspiring, international and enthusiastic team The best and brightest company in producing and distributing Messenger Games The chance to craft games for millions of monthly gamers Valuable insights into global expansion, start-up scene and entrepreneurship Flexible working-hours and flat company hierarchy Inspiring company breakfasts, epic team events Perks: fresh fruits, cold drinks, tee, coffee, discounted local transport ticket, health package, lunch vouchers, maternity leave etc. About SOFTGAMES… Based in Berlin, the creative capital of Europe, SOFTGAMES together with its ROFL brand is the leading developer of games for Facebook Messenger and the developer behind popular titles like Cookie Crush, Solitaire Story, Candy Rain or Fish Story. Further SOFTGAMES is operating the world’s largest platform for HTML5 games distribution and monetization outside the Messengers. We’re delivering fun to tens of millions of players every month across 6 continents on the device of their choosing. Our vision is to help users to instantly discover and engage with games they like, while helping brands to reach their target audiences. Have we caught your interest? Then we look forward to your detailed application here: https://softgames.recruitee.com/o/game-developer-javascript-html5
  18. Hi, devs I have a Phaser 3 game that I just integrated into the app and it was running just fine on the iOS simulator with all images and sounds working just fine. But when I ran it on actual iOS devices, I cannot see images at some places in the game. What can be the possible reasons behind this? There is no error in the code I guess since it is working fine in simulator and desktop chrome.
  19. SkyKnight

    HTML5 game sale

    Hello! Sale games non exclusive Contact: toveo [@] yandex [dOT] ru Game 1 Card game Yeti hunt Screenshots Game 2 5 cars with special weapons 7 gun 35 level 3 location Scrinshots Game 3 7 cars 35 level 3 location Screenshots Game 4 5 cars 35 level 3 location Screenshots
  20. I want to make my own web card game, but I'm a starter in the code world, so, I need tips to choose the right JS framework. Please.
  21. Hello all, I am making a project and i need to play animations on a button click. but for some reason after the animation is played the first time it will never play again. I have been able to replicate the basics in a PG - https://playground.babylonjs.com/indexStable.html#V19ZT2 if you open console and enter window.startAnim.restart() then watch the animation play. then enter window.startAnim.reset(); it will reset, if you then do the restart command again. nothing will happen. why is this? also the version of babylon i am using (i cant find a version number?) has scene.Animatables where it seems all of the animatables (which to my understanding control the animations) are stored. and once the animation is played, it seems the animabable in scene.Animatables is deleted. however in the PG i cant find this variable so i assume its been changed since? however the outcome is the same still. hope this makes sense!! many thanks
  22. Hi Everybody, I'm posting to promote my new multiplayer puzzle game. It's made in html5 , pixijs,vuejs,cordova for mobile integration and nodejs to power backend apis. you can play it online starting from the website: http://unfoldedtorus.com (where you can find detailed rules and FAQs) or on your android device: https://play.google.com/store/apps/details?id=com.torusunfolded Single player mode is made of packs of puzzles (colled tori) and provides realtime ranking for both single packs and overall results Multiplayer mode is made up of tournaments, hundreds daily, where you can play using virtual coins gained in unlocking singleplayer scenarios. here some screenshots collage: here you can see a trailer I hope to have some honest feedback thanks everybody!
  23. Hello, I'm Kyriakos from OdiusFly Studio. I have 10+ years of experience working as a freelance game developer and graphic designer. If you have time please take a look at my portfolio: https://odiusfly.com If you are interested for game license or freelance work, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Thank you!
  24. Hi there, I'm looking for a freelance HTML5 Game Developer to build a game. The game is actually a (printed) board game that was distributed by my client, but now they want to make an online version of the game. I have the design assets used for the board game, but I'm guessing that we might not be able to make it work as a board game? So basically, we need to come up with a game that can work online but using the same design assets and concept. If you are interested please send me an email to ever at borealishq dot com and I can explain more, or even better, setup a Skype call to discuss. Thanks!
  25. ismaPC95

    GAMEPAD JUST DOWN

    Hello guys, how can I control the download event with a gamepad? I just want an action while pressing the button. To do the same action, I'm going to press the button again. I need this action, but with a gamepadd button. Tahnk you all (Phaser.Input.Keyboard.JustDown(cursors.up) //the gamepad pad = this.input.gamepad.getPad(0);