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Found 7 results

  1. Ragin' Mages! An open-source massively-multiplayer battle arena built by a small team for the 2018 "Grow With Google" challenge from Udacity. More info here! The game is simple, blast other mages and survive! Simple stats are tracked, as well as an offline mode with bots! PLAY NOW! Wanna contribute or check out the code? Getting starting is easy. Go to the github, check the wiki and start coding! Github Link Join us on slack! Thanks for reading! Keep ragin!
  2. What I want to achieve: as long as the mouse button is pressed, character follows it when a player releases mouse button character moves to the position, where the cursor was during release when a player clicks the mouse button character moves to that position of cursor using pathfinding on longer distance The first two points work suprisingly well with the use of arcade physics. I keep setting velocity each time mouse position is changed and store the last mouse position, so it can be used when the mouse button is released. I can drag character around the map this way, he bumps into obstacles and slides around them when I manipulate the mouse, this is the expected behavior and I am very happy about it. Because the movement is free and doesn't snap to grid, I have a hard time implementing pathfinding. When I use navmesh, character keeps getting stuck on the edges, because setting velocity isn't very accurate. When a mouse button is pressed, my pathfinding algorithm stores a path in an array and since I want the fastest path it will most likely lead close to a wall/obstacle, and I come to this example problem: Next destination on my path is x:200, y:400, my character has a velocity set, and one frame he is at 199:398, but the next frame he will be at 201:402, so I have to choose when I want it to count he reached the destination, sometimes that one pixel difference from what was expected leads to him being stuck at the corner, because arcade physics will block it. My two ideas are: force it to always stop at the exact location, but this looks wierd, it shifts a pixel every time it reaches the end of a path, the other idea is to turn off arcade physics when I am using pathfinding, but I am afraid this will cause more problems. I am not exactly sure how to go about it.
  3. Hi, we are small game develop studio called Drunken Monday. We are only two people and during the last year we developed a cross-platform multiplayer game: Slash Arena. And we're almost done. We are glad to present you our game: Massively multiplayer online battles with swords and axes. Simple arcade action! Dodge the attack and choose a perfect time to strike. Upgrade your weapon, slash enemies, collect resources and reach the top! Battle Modes: ★ Deathmatch — Player vs All mode for 30 players. Score the highest damage and survive to win. ★ Arena 1vs1 — ranking duel for hardcore players. Your skills mean more than your high-level weapon. Features: ★ Rapid battles. Play 5 minutes or 5 hours. It’s all up to you! ★ Swing your hammer and make 'em fly! Damage is calculated according to physical laws. Timing and distance matter! ★ Two types of attack — enough to make your enemy suffer from a painful combo! Master your skills. ★ Separate ratings for each Battle Mode. Monitor your progress. ★ Monthly rewards for the best players. Earn a pile of resources and unique character portraits. ★ Daily tasks. See if you can cope with them! >:] ★ Three characters with unique weapons and fighting styles. More characters are coming soon! ★ More than 30 upgrade levels for each character’s weapon and armor. Start with a simple leather jacket and get to the legendary royal armor! ★ Character’s appearance changes each 3 levels. Everyone will see how cool you are! Game available on: Facebook, it passed greenlight and coming on Steam, soft-launched on GooglePlay and AppStorein Russia ( If you contact us we will send you .apk or testflight invitation ). Also take a look at Slash Arena: Online and Drunken Monday web sites. We will be glad to hear your opinion!
  4. Twitter - Subreddit - Dev Blog - Discord Hello my name is Sam, I'm also the lead artist for Super Combat Squadron. We're a small indie dev team trying to put out a lightweight browser RTS. It's been just myself and one other programmer been developing the game for about a year now but, due to unforeseen circumstances, the lead programmer has had to take a step away from the project for personal reasons. I'm still in contact with him for help in the transitionary period but I'm looking to replace him on the team with some new programmers. Currently we just completed our first internal playtest and got some good feedback from that, and the roadmap for the future was to push towards the first public demo, and then if the feedback looks good and things work out, were considering running a Kickstarter or other crowdfunding attempt to get the funding to take the game further. The ideal skill set we're looking for would include: Phaser and JavaScript (goes without saying). A previous title or some example of your work with Phaser. Possessing a strong focus on: Networking Pathfinding AI Loves and plays RTS or MOBA games a bonus. Your position in all this would be helping tackle some bugs and featured we identified and fixing some issues blocking a public demo release. We're trying to cut the fat and make it purely a bee-line to public demo release. As previously mentioned, I'd love for it to transition into a longstanding paying role through crowdfunding, worst case scenario we stop at public demo release if the interest just isn't there. If you are interested, you can contact me here, or at our email address: laxvikinggames@gmail.com
  5. Hello! (Note: helpers are all volunteers. There is no payment yet since I don't earn any money myself with the game.) I am working on a 2D MOBA and searching someone to help me with the Pixel art! The game is still in development and soon I will have fixed the major problems so I can start with introducing new things. I need help in following sections: Making a game cover / Main screen Background of the map, ground and walls Character models and skill particles (Characters are divided into 3 parts: Body, front arm and weapon to make them be dynamic) If you have anything else to offer, feel free! I need every help I can get! If you are interested, contact me either in this post or private here: kingdanius.leagueofpixels@gmail.com Also you can play the game and catch a first impression of it -> here on this site <-
  6. Hello, This is my first post on the HTML5 Game Devs Forum and I'm here thanks to the precious advices of Richard to show you a game we are developing with my team for 2 years. It is called Jiun, a free-to-play MOBA (or ARTS as you wish) game in pixel art scheduled to be released by the end of March 2014. It addresses to a wide range of public. 1) Sum-up of the Gameplay Here two the main concepts: - No magic skills casted by the character, only items you use. For example: You can have two actives weapons equiped, one in the left hand and the other one in the right hand. You are able to use these weapons with two keys (K and L by default) when cooldown is ok. For example you can equipe two swords or a sword and a shield. - No auto-attack such most of MOBA/MMORPG, it is more like an hack'n slash, in a retro atmosphere. For our first beta release, scheduled by the end of March 2014, we planned to implement 5vs5 mode where your goal will be to reduce opponent team reinforcements to 0. Games will last at least 15 minutes. Using a bow is similar to using melee weapons. Bows are dual-handed weapons, and are used with the left hand key (L by default). To shoot an arrow the character has to aim at the target and therefore remains stationary during the attack animation. Position yourself carefully, as you're open to both melee and ranged weapon fire. There is no automatic attack in Jiun like in traditional MOBAs, so you have to be skilled and time your shots or face defeat. Quick reactions are also crucial to moving away from the path of incoming arrows. To save yourself from enemy volleys, consider carrying a shield: it provides both a 30% passive chance to block incoming arrow damage, and can be used to block them if timed well. Stay tuned for the next video: the quickslots. Latest Version (here french version) 2) Sum-up of the of the development's chronology of Jiun Initially aimed to be a MMORPG, we worked on Jiun very hard, which was coded in java, but we realize few months ago that this wasn't the best way to follow for an independant game studio after we tried a crowdfunding campaign. The resources were lacking. The time also. As Jiun wasn't my first online game experience (I made an online MMO called Kingdom of War PSP) we decided to move quickly to another platform before being overwhelmed by labor and obscolescence of the Java applet platform. Moreover we experiment a lot of Java applet warnings. Phaser JS was the best way to achieve our goal. This choice was made few months ago and here we are. 3) Music sample Extract of Jiun Main Theme 4) Sign up to the beta, follow us and spread the word! You may be interested in signing up to the beta of Jiun and play now for free ! Register on the Web site of Jiun. You can follow us on @JiunGame and Facebook and you can also spread the word The forums of Jiun just have opened : http://forums.jiun.net/ We just launched our online shop, so if you want to support us, please don't hesitate : https://jiun.net/shop Join us now !
  7. Looking for artist and/or programmer for MOBA game. Game is to be written in javascript using Pixi.js. Multiplayer will be implemented using Peer.js. I have some ideas about what the game will be, but I'm open to suggestions: Idea 1) A MOBA where every player is a builder and can build several types of building to destroy enemy base. Idea 2) A more standard MOBA like LoL/DoTA