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Found 21 results

  1. 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: (where you can find detailed rules and FAQs) or on your android device: 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!
  2. hg_tg

    Recursive Collision

    Hi all, I have been stuck for some time on procedurally generating levels for my game. As it stands, I have created rooms in a confined space but most of them overlap. Although this is expected, I can't find a way to separate them. My attempts have been centered around physics collisions, but I have failed hard. Here is my current code: Level.prototype.separate = function() { //For Convenince sake var arcade =, rooms = this.rooms; for ( var i = 0; i < rooms.length - 1; i++ ) { while ( arcade.intersects( rooms[ i ], rooms[ i + 1 ] ) ) { arcade.collide( rooms[ i ], rooms[ i + 1 ] ); } } //For testing purposes this.displayLevel(); }, Level.prototype.create = function() { this.rooms ); = Phaser.ScaleManager.SHOW_ALL; //Gets coordinates and dimensions for Rooms and creates them. this.createLevel(); console.log( "Level State Completed" ); // 'InGameState' ); }, Level.prototype.update = function() { this.separate(); } This doesn't work. It results in an infinite loop. I have tried used Arcade's overlap as well. The issues I have had boil down to these two questions: 1. How can I test for individual room collisions when they sit in an array together? 2. When two rooms collide with one another, one or both of the rooms may still be colliding with other rooms. However, Arcade's collide method isn't recursive, and throwing the separate function into update might not guarantee the rooms be separated and hurts performance. Does anyone have any ideas or potential solutions to this?
  3. Oliver77

    [phaser]Solitaire Jump it!

    Hi, I made a simple logic game, soon as App too. I want to publish it, does anyone have a good tip? The graphics could be better, am I right? Thanks for any feedback! Play it :
  4. atkman

    Ball Deflector

    The object of this game is to deflect all the balls into the hole before time runs out. This is done by dragging the blue walls onto the playing grid from the top of the screen and positioning them in such a way so all balls are sunk. Complete all 40 levels. Overcome obstacles as each level progresses. Each level may have more than one solution and trial and error is sometimes required. This game is playable best on desktop computer but will work on mobile as well... Here is the link to the HTML5 game:
  5. Robin Vencel - Pencilkids

    Hi My name is Robin Vencel, I am an independent games developer and the creator of the Monkey Go Happy series. is completely free and has over 160 html5 stages right now. I add 2 new point and click stages per week. I personally create these with love and care for my fans. Right now I get about 10,000 visitors day. If you have any questions please let me know. Thank you for your time. Robin Vencel
  6. Play Cool Math

    1024 Math

    1024 Math Remix on classic game 2048. 1024 Math reminds a game of 2048 from Gabriele Cirulli. There are 18 levels in this game. You need to complete all the goals when you get at each level. Play 1024 Math
  7. CaioMGA

    Stuck in the Corners

    Hi! I'm making a game where the player clicks or touches the screen and his avatar walks towards that point and stops. It works great without obstacles. With obstacles the player avatar get stuck in the corner. See gif below. I managed to fix it, but it feels hacky. When hero (player's avatar) collides with box (obstacle on screen) I move him towards his target EXAMPLE: if hero collides with left or right side of box and target is above him, I move hero up a bit function collisionHandler(){ //prevent hero avatar from getting stuck on corners kick = 0.4; if(box.x < hero.sprite.x && > hero.sprite.x){ hero.sprite.x += kick; //KICK right } else if(box.x > hero.sprite.x && < hero.sprite.x){ hero.sprite.x -= kick; //KICK left } if(box.y < hero.sprite.y && > hero.sprite.y){ hero.sprite.y += kick; //KICK down } else if(box.y > hero.sprite.y && < hero.sprite.y){ hero.sprite.y -= kick; //KICK up } } Is there a property of ARCADE physics I'm missing? Do I need my hacky code or there's a better way of fixing it? UPDATE: Github page: hero.js: function createHero(x, y, _speed){ return { "alive":true, "walking" : false, "speed":_speed, "direction" : {"x":1, "y":0}, "target":null, "sprite" : null, "createTarget": function(){ = createTarget(); }, "createAnimations" :function(){ this.sprite = game.add.sprite(x, y, 'hero_spritesheet', 10); this.sprite.anchor.setTo(0.5, 0.5); this.sprite.animations.add('walkH', [13, 14 ,15, 14], 8, true); this.sprite.animations.add('walkUp', [7, 8, 7, 9], 8, true); this.sprite.animations.add('walkDown', [10, 11, 10, 12], 8, true); this.sprite.animations.add('idle', [10], 8, false); this.sprite.animations.add('idleUp', [7], 8, false); this.sprite.animations.add('victory', [10, 16, 10, 16, 10, 16], 5, false); this.sprite.animations.add('death', [0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6], 10, false);'idle'); game.physics.enable(this.sprite, Phaser.Physics.ARCADE); this.sprite.body.collideWorldBounds = true; this.sprite.body.setCircle(16); this.sprite.body.bounce.set(0.05); }, "death" : function(){'death'); }, "walk" : function(direction){'walkH'); this.sprite.scale.x = direction; }, "walkUp" : function(){'walkUp'); }, "walkDown" : function(){'walkDown'); }, "stop" : function(){ this.walking = false;'idle'); }, "victory" : function(){'victory'); }, "update" : function(){ this.move(); }, "move" : function(){ if(this.walking){ game.physics.arcade.moveToXY(this.sprite,,,this.speed, 0); if(Phaser.Math.distance(this.sprite.x, this.sprite.y,, < 8){ this.sprite.x =; this.sprite.y =; this.walking = false; this.sprite.body.velocity.setTo(0, 0); this.stop();; } } }, "setTarget" : function (x, y){, y); this.walking = true; if(Math.abs(this.sprite.x - >= Math.abs(this.sprite.y -{ if(this.sprite.x >{ this.walk(-1); } else { this.walk(1); } } else { if(this.sprite.y >{ this.walkUp(); } else { this.walkDown(); } } }, "init" : function(){ this.createAnimations(); this.createTarget();; } }; }
  8. AzraelTycka

    [phaser] Chains

    Hello, This is my little game I recently made in phaser. Link to the game is It's a casual logic game with three modes to play and varying difficulties hopefully satisfying more casual players as well as someone who is looking for a bit of a challenge. Graphics are quite simple but I think it suits it pretty well. Some pictures of the game. So far I've tested the game in chrome and firefox and everything worked just fine. It doesn't have any mobile support yet. I would appreciate any comment you can give me. Thank you very much :-).
  9. Hey there, So I've snagged onto a little problem while developing my game. I'm using Phaser with it's inbuilt support of gamepad. The axis of the controller input works in a way such that it returns 1 when held to the right and -1 when held to the left. Here's a picture to make things easier to understand. How would I map the values to degrees? Here's a visual representation of what I'd like to get. What's a formula that would allow me to do this?
  10. 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 All feedback welcome ^__^ Watch trailer:
  11. Ship wrecked Creatures! Save them all and collect as many stars! 250 exciting levels beautiful graphics 5 difficulty levels It works on all devices running IOS and Android fun music and voice creatures Many hours of gameplay For licensing to write to the email:
  12. Hi, I'd like to showcase our latest HTML5 Logic Games to you: A Lot Of Dots [ Play A Lot Of Dots ] Hexmatch [ Play Hexmatch ] Both games are available for exclusive or non-exclusive licensing! I have also reskinned versions available or can reskin/brand it according your needs.
  13. Hi! We are working on a puzzle board game called Find the way . It is made for mobile devices. Release date is close so we wanted to give you a heads-up. You can see the intro video here : Feel free to comment and share Thank You!
  14. Kousha Nejad

    Sticky Tiles

    All you need to do is sort the tiles vertically, When you move a tile horizontally or vertically, all the neighboring tiles will move as well. Here's the link:
  15. Kousha Nejad

    Looking for a UI designer

    Hi All, My name is Kousha Nejad and I'm a Software engineer designing software algorithms; Recently I have designed some logic puzzles but I don't have the experience and knowledge to make a nice UI and make it appealing to the users; Anyone interested to help me out? at this point I'm pretty flexible; I can pay you to develop it for me or we can do profit sharing; Here's a sample game I created: Looking forward to hearing back from you, -Kousha Nejad
  16. The link Description Matchsticks: Endless Digit Hunter is an HTML5 one-button matchstick (aka toothpick) puzzle/logic game in which your goal is to rearrange all given math equations and make them true by moving just one match. The game can be played on 4 different levels of difficulty: Normal - the equations contain numbers from 0 to 9. Medium - the equations contain numbers from 0 to 19. Hard - the equations contain numbers from 0 to 49. Insane - the equations contain numbers from 0 to 99. On each level there are 5 faulty math equations which must be corrected as fast as possible! All equations are procedurally generated so the levels are always different. To make the given equation true, tap on a match and move it to the right place. For each bad move you get a penatly of 10 seconds! The game can help you to improve your math skills. You can run it on your desktop or mobile browser. Screenshots
  17. Spyro23

    Astro Chain

    Long time no hear! There is new game from Black Snowflake Games. Astro Chain is a puzzle HTML5 game with juicy colors, calming sound and 20 challenging levels. Play: Testing is highly appreciated Avaliable for exclusive and non-exclusive licensing. For licensing questions please contact Regards, Filipp.
  18. Hi All, This is my first post, my first user of a forum, my first use of Phaser, my first game that I'm thinking of making, my first everything... So please bear with me if I'm doing sth unusual here I am looking at Phaser for a pixel-art game. One thing that I cannot get through my skull is how the update() should work. Therefore I made some assumptions for which I'd like to know if they're OK. update() is called imediately after a repaint. Then you have around 1000 / 60 ms to do your stuff (logic + rendering). And if you're fast enough, whatever you did there (moved sprites around etc.) will show at the next refresh (repaint). I also assume that update() is called via requestAnimationFrame under the hood. So the construct under the hood is something like this: update() { requestAnimationFrame(update); // logic // rendering } If this is all true, then what happens if the frame rate drops? Your "logic FPS" drops as well and the game slows down? Am I suppose to use a physics engine to counter this? If I don't want to use physics, how do I go about this? Do these two posts provide an answer: ...if yes, how do I do this (properly) in Phaser? Is something like this already in place? Thanks, best regards, mIHA
  19. Massemassimo

    Increasing the update loops per second?

    Hey, since my platformer (no tiles) has troubles with the player falling through the floor sometimes (pretty high gravity, FPS at 60). Since Rich said "the logic and rendering are now fully decoupled" (here), I wonder if and how I can up the amount of loops per second the game logic is trying to run for. Also I'd like to know if there's a shortcut for having phaser show me the amount of loops per second like it is possible with the FPS or if I would need to handcode that. Of course, any other ideas or constructive comments helping with the problem are welcome, too.
  20. Raiper34

    Build a Snowman

    Build a Snowman is a logical game where you have to split 2 parts of snowman ?s body into one. Some subjects will help you with your task or complicate it. So let´s test your brain! Game contains: -3 worlds - 30 levels - stuning pixelart graphic - nice music - mini story Home page: Developers: Program: Raiper34 Graphic: TsN5 Music: Václav Špíral Level design: Bezza You play this game in internet browser! Android and iOS version coming soon? Run! or Download and Install for Android!
  21. Gizak

    Loading Example using PIXI.js

    Hello everyone, I am a new HTML5 developer and have never built games. Now I need to start with PIXI.js, but I don't know how to load resources including images, audio and so on before step into game stage. Could someone give me a simple example to show what I should do? Thank you guys so much!