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Found 29 results

  1. Just opened a new online FREE Slots and Bingo Casino - all HTML5 Direct link-> Redirect link-> <- Use direct link above if viewing on Mac Safari as we are working on a domain lock fix for that bug'ette under that particular browser. Enjoy!
  2. Hi, Infinitris - A massively multiplayer online falling block puzzle game, created using Phaser, React, and Koa. Here it is: Controls: Arrow keys and spacebar. Current Features: Classic .io style: Instant join - only specify your nickname and you're ready to play. Ingame chat (Press [Enter]) Grid that expands and collapses based on how many players are in the game. Horizontal wrapping when the grid is larger than the screen. Scoreboard Invalid block placement detection (needs work) Features to add: Spectator mode AFK detection Touch controls Minimap Mobile fullscreen Multiple game rooms Block collections and themes User registration to secure your nickname Facebook: Twitter: Blog: Please give it a try and let me know what you think! Pyre
  3. Hi guys, this is my metaphorical platform game:online demoThank you in advance for your attention, feedback always very appreciated!!
  4. Greetings! I see quite often around these parts and in further fields, that there are constantly people who are just starting out asking how to add networked multiplayer functionality to their HTML5 games. I was one of them, and I hated the near absence of practical explanations that were written in concise, plain-English, yet still detailed, of how to get started. So, I made a simple game example/template using and Phaser, and documented the hell out of it. Almost everything gets a few lines of comments to explain what is doing what, and I haven't assumed any prior knowledge, aside from core JavaScript and being able to set up NodeJS and how to view the game in a browser. The main focal point is using, as the game framework can be easily interchanged to one of your preference. Hopefully this will save a few hours and headaches for people who don't have a clue what they are doing.
  5. Hi, I need HTML5 Games Developer. I want you to develop HTML5 multiplayer games. PM me your Portfolio and your Quote.
  6. My first HTML5 Game, (So exciting! ) Every since playing the famous revolutionary 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 (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)
  7. Hi Devs, we are searching for developer with experience on browser strategy game in html5. As well include all graphics for the Front. We need to Develop the same Mafia Browser Games or Footballmanager games, but for Develop in Europe Style and Strucutre. The Game is very simple but important is to develop it to a high quality for the customer eyes and europe standard and that is good responsive. Important Notes: -We will own all right on the game, code and graphics after completion -coders must have right to use and graphics, music, animations used in the games -Project time: 1 Month Remote work is totally fine for this job. Email can sent to I will give buy interest more information. Please give me examples of works of past. Ask me anything, or point out mistakes, thx. Elias
  8. Hello, I am looking for a talented HTML5 developer to work on a online multiplayer game, unfortunatley I cannot reveal any details. The game will require services like users registration as well as allowing connecting with Facebook, Twitter and Google accounts as well. Its a online multiplayer game but players won't need to interact with each other in any way except for chatting but still they need to be on the same map. If you are interested please do not hesitate to contact me on my email adress: and we can discuss more about detail as well as the potential size of the budget. Please only serious offers.Thanks for your time. Cheers!
  9. I want to have your feedback about some issues for my game. I want to make a mobile multiplayer/Online game. My question is if I should use combined with Ionic . Phaser because it's a simple and easy engine for html5 and Ionic have some nice GUI elements that are easy to use on mobile. Should I go with firebase database or mongoDB? or should I try others like PostgreSQL etc.. What are your favourites or have you ever tried something similar? What are your experiences I'm very happy to read your feedbacks. Thank yo
  10. open-source

    Hello! Not sure is it right place for stuff like this.. anyway, I just want to share my own small project: It's an API written on pure JavaScript that should help you create awesome pixel art tool! You may be ask: "Another one?!". - Not exactly. Yes, there are lot of amazing online pixel art tools, but I was surprised that no one of them can be launched at mobile devices! In same time, it's not another one, this is API! So (I repeat myself), you can make your own pixel-art tool and this time it can be absolutely portable! Please, write your thoughts if you find this interesting or strange or whatever... Thank you!
  11. It has been a long road of learning, but I think I finally have my first attempt at a multiplayer game ready for some more public testing and feedback. I still have some work to do, and the art is only what I could do largely on my own and with some friends helping. Hardpoint is a online tank battle game where two teams of up to 5 each battle for the map objective. Each core chassis has numerous weapon locations (hardpoints) that can be outfitted with machine guns, rocket launchers, missiles, flame throwers, and more. Each tank crew can bring up to three different perks to the battle as well, which offer bonuses like small bonuses of faster speeds, and quicker ability cool-downs. Each chassis has a special ability they can trigger, from nitro boosts with mine drops, to artillery, to regeneration. GAME LINK: Requirements: IE/Firefox/Chrome: (Chrome is prefered) Google Account: For login and tracking of stats. Backend: Nodejs, Mongodb and SocketIO. FrontEnd: Impactjs, Box2d, jQuery and Sound Manager 2. Current Status: I know I have plenty to work on still, with refining portions to adding more clear features and cleaning up code. Still, let me know what you think. Play with your friends and give me feedback. BUGS which are being worked: -The Social Section, (friends list) is still a work in progress, but it does work. -Chat window resizing goes a little wonky and needs to be set. -Crash during some rhino charges due to the box2d set position and turret projectile contact listener issue. Thanks in advance to anyone who plays, and feel free to hit me up with any questions you have. Gameplay
  12. Surge Rescue Game Demo Really impressed with the Phaser engine, took me just under a week to build this: Game Here It's pretty much ready to go, just looking for some more feedback and testers to improve and polish it a little more before uploading the live version. All suggestions welcome, and any critiques, feel free to be as brutally honest as necessary. Controls: Mouse Only. Player will follow the mouse and click to use his attack. Keep your follower alive. For those that can't play it, for whatever reason, here's a short screen capture:
  13. TANX is an online, multiplayer tank battle game. Technologies used: PlayCanvas WebGL Game Engine (open source engine + tools), Node.JS, WebSockets, Web Audio API, Fullscreen API, Touch, 2D Canvas. Play in your browser or Install from the Chrome Web Store
  14. Hi, Which Javascript based game engine would be best and easiest to make online game based on (maybe) websockets ??
  15. Hey guys I've been working on a multiplayer online game with phaser, node.js,, and as a database service for a while now. The game is called Onyx Map, it is still very much a WIP. Check out the current version of the game here: the way it is right not you have to complete a simple registration to track your username in the game. The game is a massively multiplayer online exploration platformer, but in it's current state there is not much exploration (read: no exploration at all). You can use the dummy account: username: frank password:aaa to test the game. Be aware if someone else is using the account it will not work for you and you will have to register for a username. The main reason i'm posting on here is because I just finished documenting an open source basic version of this game that is very easy to understand and use for someone who is interested in writing their own mmo in phaser and node js. The source is available on github: Looking at the source of the current version (onyx online) using control+u makes it fairly clear how I implemented certain features like chat and names to this open source version. The client is based off the excellent Phaser beginner platformer tutorial. Hopefully this interests and/or helps some of you! Thanks for taking a look. Feedback is greatly appreciated
  16. Hi everyone, I've made an online Box2D editor in HTML5 and JS with Box2D and liquidfun JS versions. It's called Dynamo. You can edit your Box2D world with a graphical editor, save and load your work, reuse others' work and code specific behaviours with a javascript editor if needed. You can then embed your animations / game inside your webpage with a generated embed code ( like a video youtube ). You cant test it there : The about page explains a little more : It supports, for now : - Creation of simple bodies from shapes like box or circles - Creation of more complex bodies by adding simple shapes to selected body - Edition of vertices - Edition of physics parameters like gravity / timestep / friction / restitution / density / collision group ... - Import of images and texts with auto-generation of the physics geometry ( images must be png with opacity ) - Shape color edition - Joints creation ( for now : Revolute, Distance and Pulley ) - Multi-selection - Copy / Paste - Open several tabs for several worlds and Copy / Paste from one to another - Undo / Redo - Save / Load online ( sorry, but you have to be logged to use the editor, but it's less complex than the Box2D forum to register : mail - Facebook - Google - Twitter ) - A Search function to view other's work and reuse it - Javascript code editor to make specific behaviours or to communicate with your website - An Embed code to import your motion into your website or blog So, feel free to use it, make comments and report bugs. Here some links to see what kinf of stuffs you can make with Dynamo : Thank you everyone Enjoy
  17. Hello everyone! I am happy to announce the preview of the game I have been working on and it will be available to play pretty soon! Ninja Escape is a top-down maze game where you have to pass different enemies. The game will be available to play online and on Windows PC. Have a look at the video preview of the game with commentary. Online game link: If you wish to get notified for upcoming games or other projects, follow my game studio on Twitter / Facebook.
  18. 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.
  19. I have a good enough sense of how to make single computer games, but network games just throw me off. I tried making a few simple multiplayer online games with html5, node.js websockets, and it's so different from making single computer games. You can learn to make games, (html5 games especially) by actually doing it. You can make a small non-online game and make it grow. For online games, I feel that it's much more complicated. It also feels more fragile. If a normal game runs on your target devices, you're okay. But with online games, so much things can go wrong. I feel that multiplayer games is the edge to what you can get without getting formal education. To not look sound a noob trying to make a MMORPG, I'll start by... pong, since most people know how to make pong. Let's say I want to make online pong. I'll need to have a server program. Players will be put together two by two so they can play against each other. So in that case, the server will be simulating multiple pong games. So, at that point, all those clients would need to communicate with the server and veci-versa. What would I use, a single port on the server? A single websocket? Multiple websockets? Would all the pong games work in a single program/thread, or would each pong game be there own mini server? Another consideration is the fact that game s may be created and destroyed every second. Now, let's say a MILLION people would want to play on my site at the same time? It's not really a Massively-Multiplayable-Online-Game,since none of these million people will see more than one adversary at a time. Still, half a million pong games would need to be running! I would need to have more servers. In that case, how would more than one servers work? In a game like Minecraft, you have 1 game per server, but in the case of pong, a good computer might run at least a few dozen games of pong, witch makes it even more confusing. Also, I've heard about cloud hosting, where the point IS to have lots of computers working for you. But in that case, wouldn't you need a central computer that controls the others? I'm I fan of learning things by doing them, and unlike with html and javascript, it's hard to do with server side stuff, especially when considering more than just my puny little desktop. I tried using nodejs because I felt too lazy to learn another language and another way of doing things. But if there is something that would be more convenient, I would switch to it. I just would like to sort things out and maybe use html5 for the client, and by obligation use websocket for commmunication(and websocket isn't such cool of a protocol anyway, isn't it?) Oh shit, I am so wordy so late at night!
  20. I have some overly ambitious idea that I'm cannot promise i'll actually fully get to it, but the overall concept is the following: I'd like to create an online game, that is real time, and has physics elements, i'd like to build it in Phaser and have instances synchronizing, including the state of physics across the clients and server. To make it happen, we have to account for random lag, in the the physics library, as well as the rendering would have to accommodate for facts that will be updated in the past (from the local client perspetive). Minor but might be important: the priority is to be consistent and not competitive (MMO case), so I'd be ok with some level of "cheating" if it even matter. I'd be implementing the server in Node.js, but didn't find any robust example online of it, not much of a surprise actually, feels like a rather complex use case. If it's still not clear the challenge, imagine the following scenario: 0:00:00 2 players are connected in a session 0:00:01 player 1 fire a bullet, he/she sees it happening on their screen as makes sense 0:00:02 the action gets to the server 0:00:03 player 2 receives the shoot info, and sees the shot happening at the position 00:00:03 just like it is for player 1 Would be extra nice to have fast forward the action that happen in the past until the moment that reaches 'present' state All that said; is there a phys lib that allow to set events happening in the past? Already assuming not, is there a recommended path to implement so? I'm no physics wizard. edit: To make a decent MMO the server should execute the very same state as the clients (minus the rendering) in order to validate inputs and sync clients Thanks in advance!
  21. Reaper of Chests Three months ago we decided to write a game. The original idea was to make an irony on such RPG games where core gameplay becomes hunt-for-epic loot gameplay very fast, even if it was not developers goal. The core gameplay of our game is to hunt for epic loot and equip your hero to hunt even more epic stuff! The most precious moment for every RPG fan is the moment when you are about to open this awesome magic chest and to find out what kind of marvelous loot is waiting for you! We know it because we are part of those fans! For this reason you will be opening epic and only epic chests playing our game! Considering all of that we decided to give our game working title "Reaper of Chests". We start developing "Reaper of Chests" with single player prototype. But at one point after careful planning it was decided to move to client-server architecture. With this approach we can control the whole game process, share players achievements and world events. And now your character knows no rest in the pursuit of legendary loot day and night. For now we have a browser client version v0.7.1. You might wonder: "What the hell this version should mean to me?" - maybe nothing, but we pull through 7 elaborate iterations in 3 months not to mention minor versions. Moreover we have a server to never leave your character in peace! Undoubtedly we understand that 3 months of "secret-development" is quite a risky enterprise. Especially considering the fact that we don't get paid for what we're doing and we were developing it in our free time. But, yeah, we were carried away a bit designing prototype. We have plans for "Reaper of Chests", but at first we want to present it to the community and let it seal the "Reaper of Chests"`s fate. For this reason we have planned a closed test for limited expert audience. There are two possible results of closed test: 1. "Reaper of Chests" will be launched on low-power server. It will be fully functional, but it won't be able to handle many players. We will stop on the project if there won't be any public resonance in the community. 2. We will try to raise funds for further development. We will go on working on a project and we will be preparing a closed beta for wider audience. We fell in love with "Reaper of Chests" when we worked on it and we believe that second option is the only possible. But one should not forget about the risks. Mark Zuckerberg once said: "The biggest risk is not taking any risk..". Since we carry on "Reaper of Chests" using only our own funds and time, its fate depends heavily on the community. In our turn we will provide as much information on the game as needed and deliver the most interesting gameplay in order to win the vote of the community! Tardigrade development team. p.s.1: Since we are pretty occupied developing "Reaper Of Chests" we have no public game/company site yet. We are very sorry for that! Here are some sneak peek to make amends, and to give you some insight at the stages of development of "Reaper of Chests". "Reaper of Chests". Prototype v0.3.0 (icons from "Reaper of Chests" v0.7.1 p.s.2: While working on the game we used some free game art for experiments. There will be only our own art by the time of release.
  22. RPG MO is an online multiplayer role-playing game that gives players the opportunity to explore many paths. Players can build up combat and magic skills and acquire spells, weapons and armor to become formidable fighters, and they also may build up crafting skills and create items for themselves or for sale to others. The game is an open-world sandbox experience where players may choose their own road, and a key component of gameplay is a vibrant player market where any object may be sold to other players. It is a true free-to-play game; even the most desirable items can be acquired from other players with in-game currency that is built up through gameplay. Game website: game link:
  23. For everyone who needs a NormalMap Generator for Windows, Mac, Linux and whatever...: I have build an online in-browser free normal map generator. Screenshot: Please give feedback, post ideas or problems you encounter. Greetz, Christian
  24. Hi all, am trying to convert my obj and fbx model with the online converter which i found here am trying few days,i can convert the model as .babylon format, but after that am trying to load my model on the babylon.js but i can't see any textures applied to my converted model, what is wrong ? what i have to do here ? am struggling here with the last 3 days, but no clue attached is my `` which is my source file and output(1).zip is my output file which i got from the converter page output(1).zip
  25. I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates to the connected clients after every step, this means information about every entity that is in the world. Since my game is rather slow and rts based, a lot of the entities do not change state after every step and do not need to be updated. So to reduced server load I added an update queue. Only entities that require an update are added to this queue and it is executed after each step. Looking at this approach I wonder if there are any significant disadvantages to it. One I could think of is that maybe as the time goes by and the game gets more complicated all the entities will need to be updated on every step anyway and that might be just a waste of time to implement.