Search the Community

Showing results for tags 'level design'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 6 results

  1. Hi there! I'm trying to create an indefinite 1-way sidescroller game with a randomly generated World. For this conveniently to work I have prefactored blueprint-Tilemaps with the Tiled-Editor, which I want to glue together whenever the player moves into an unloaded area. I've already achieved to create a big level before it starts by appending layers (layers[0].data-array) together, but this is performance-heavy and does not work well on slow devices. In this context I've decided start with a small pregenerated map, which gets changed while the player is running through the level from left to right. I want to unload chunks of the map when the players leaves them and stick a new blueprint in front before the player reaches the right side, so you think the level is Indefinite. Phase 1: Create a tilemap from a few blueprints stitched together (works) Phase 2: Start the level: the player runs on the map from left right until the level end is near. (works) Phase 3: Randomly pick a prefactored blueprint and stick it on the right side of the map and update the size of it (does not work for me dynamically) Phase 4: Unload/remove left part of the map, which the player has left (have not tried yet) So my question for you: How can I update a tilemap after changing its size so it gets rendered/loaded correctly? Especially changing the world size/borders, as I cannot find a Phaser example for this use case. What I have tried so far: A ) Using the same method from Phase 1: I'm combining Tilemap.layers[0].data from the different blueprints and update layers[0].width and layers[0].height) B ) Adding Layers to the Tilemap.layers Array and offsetting layers[1].x by layers[0].width. A and B do not render the updated tilemap, sadly, even when using .resizeWorld() after the change. Thank you for reading this far and maybe leaving a helpful reply. =)
  2. I'm planning a side scrolling platformer and I was wondering: what are the cons of having one big level instead of having the game split in many levels? what are the limits of phaser, if any, regarding such solution (e.g. is there a maximum size for a tilemap)? are there any optimizations that could be put in place to achieve that (e.g. triggers to load enemies and items only when needed)? Thanks p.
  3. Miwwa

    Level Editor?

    Hello, can you recommend a good level editor? Like `Tiled`, but more powerfull, may be commercial
  4. Hi all, I'm interested in building a 2d shooter or runner game (think Gradius) where the levels are designed ahead of time. That is to say, the platforms and enemies would NOT be procedurally generated, but rather part of a scripted level. My plan was to give the player a positive x velocity, moving him/her to the right in a long world (currently 6000 pixels wide) and have the camera follow him/her, and literally have enemies and objects waiting at predefined positions. Basically I want to know, is this a reasonable way to build this type of game? I'm wondering how big can the world be (roughly) and how many objects can I pre-place off-screen before I start to run into performance trouble. If this is a concern, what strategies can I use to mitigate it? Off the top of my head I'm thinking I could pool objects or not render/run enemy routines until they are on-screen. Thanks for any thoughts you can provide. Nick
  5. Hi All, So I'm working on my first game idea. I'm currently working on the basics of my game world in browser and am thinking ahead a little here. I'm going to be using a persistent world, shared by all players, I understand the various ins and outs of a persistent game world, but what I'm struggling to decide is; what's the best approach for creating the persistent world/map in the first place. Options I've considered: Build a level builder that can create the world in the DBManually in the DBProcedurally create the world using a script that creates the world in the DBI appreciate that elements of all three are probably useful, but what does everyone else do and have I missed anything? Might be worth me pointing out that my game will have a vaguely tile based map, although I haven't fully decided on the implementation yet. But there will be various squares with different resources, terrain etc. Thanks for your help!
  6. Hi guys, always wanted to create a game cuz i love gaming to death and lucky blessed to know Programming, I have experience with JavaScript alot and Processing so i have an idea of Canvas and similar Immediate Mode type. And first of all Phaser is just awesome within few weeks i understand the States and love it, but my biggest issue is having an idea of how to create a Level like this. (Image is not mine) I have thought of having one large TileSprite and using the move camera, however I am bothered about the performance implication, rendering item not in the viewport. I won't mind pointers from experienced devs on how to go about it, My concept was to break the Maps into separate stages and change state when the users approach a certain point. Thanks all