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Found 41 results

  1. 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). 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
  2. Hi guys, my game was working fine, fluently, etc and I was expanding it. It's platform, where a lot of bullets are flying, also many spikes hang from the upper platforms. Now, when I add more spikes and more bullets, when the turrets shot them, the game drastically slows. Is too many object there? And what can I do to make it faster again? Creating spikes: function create_spikes ( x , y , number, angle, vertical) { for (i=0; i < number; ++k, i++) { if ( vertical != 'yes' ) { spikes[k] = game.add.sprite((x+i)*16, y*16, 'kolec'); } else spikes[k] = game.add.sprite(x*16, (y+i)*16, 'kolec'); game.physics.enable(spikes[k], Phaser.Physics.ARCADE); spikes.enableBody = true; if ( angle==180 ) spikes[k].body.setSize(12, 8, -14, -16); else spikes[k].body.setSize(12, 8, 4, 8); spikes[k].body.allowGravity = false; spikes[k].angle=angle; } } //ENEMY BULLETS ebullets = game.add.group(); ebullets.enableBody = true; ebullets.physicsBodyType = Phaser.Physics.ARCADE; game.physics.enable(ebullets, Phaser.Physics.ARCADE); ebullets.createMultiple(50, 'enemy_bullet'); ebullets.setAll('checkWorldBounds', true); ebullets.setAll('outOfBoundsKill', true); //ENEMY SHOOTING function enemy_shooting (enemy,type,direction) { if ( type == 'mortar' && enemy.alive==true) { nextFire = game.time.now + fireRate; var ebullet = ebullets.getFirstDead(); ebullet.reset(enemy.body.x-20, enemy.body.y-20); ebullet.body.velocity.y=-200; if ( player.body.x <= enemy.body.x ) ebullet.body.velocity.x=-200; else ebullet.body.velocity.x=200; }
  3. layer

    Very sorry if someone has asked this before, but I searched the internet for two days now and I have yet to find the answer to this. So, what I want to know is how can I tell the size (width, height) of the platform that a player/enemy is standing on, with platforms that are based on a tilemap/layer? Take for example this game phase example starstruck: https://phaser.io/examples/v2/games/starstruck How can I tell the size of that platform the mascot falls on first? Why do I want to know this? I want to know so that I can place enemies on the map, have them go back and worth without falling off a platform. I have seen this be done when platforms are created as a group, but not with platforms in a layer. Thank you very much for any help.
  4. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  5. Hi my new Phaser game : Serve Ramen goal: pickup order, go to other shop to pickup matching ramen and return without getting bullied dev goal: trying to make tiny tile games somewhat like early Nintendo games like Pie Factory tools: Phaser, Tiled, ASEsprite, Fruityloops(8bit peoples vst) and PShop http://www.munchiegames.com/play/serve_ramen_game
  6. Hello everyone. I am new to this forum so first of all, hello everyone! I have been working on a new local gaming platform this weekend and would like your feedback. I would be happy with technical input but also with input about the idea or what you would like to see to use this platform. The idea of this platform is that people can use their mobile phone to control the player in their game which is being displayed on a computer monitor or a television. In the current state, the project is still not stable but the basics work. I implemented up until now: two library files (xentha-server.js and xentha-client.js) which respectively represent the server and client library files, an API server which accepts API request (to register games or users) and socket connections from clients and a game socket. The API forwards data from and to the client and game socket. For example, client input to the game socket and layout definitions to be presented to the client. For now I used socket io to implement the socket connections, although I am not yet satisfied with the performance, I will see if I can replace this later on. As an example I took a game from the phaserJS examples: Invaders, and altered it a little bit to work with sockets, this still needs more work and contains singleplayer code, like: scores. Next to that, the code is not yet very well written. It still needs some improvement on the structure and redundancy of code. Current functionality Client library: - receive server commands: roomJoined, playerLeft, playerJoined - send input to server Server library (to add to your game): - Receive player input - Define client layout and send to clients (buttons, text) - createRoom, joinRoom, playerJoined, playerLeft - Receive client input - Audio Manager (play, pause) Website: - Profile - Register games. Ideas to work on Server library: - Custom achievements Website: - Lobby - Leaderboards Client -Custom HTML layout definitions All code can be found on github: https://github.com/bdekk/xentha Thank you in advance for any feedback. If you would be interested to help me improve it, let me know or create a pull request. Kind regards, Bram
  7. hello, I am searching for effective way of ladder climb for player like in old Loder Runner game for NES :). I already have only simple script in Update function, if the player overlaps 2 hidden objects on both sides of the ladder he gains the ability to climb. In fact it's hard to accurate get the player at the center point of ladder to climb it. Any Ideas ? if (playerTouchLeftLadder && playerTouchRightLadder) { console.log('overlaps ladder'); if (cursors.up.isDown) { player.body.velocity.y = -75; playerGravity = 0; player.frame = 9; onLadder = true; }else if (cursors.down.isDown) { player.body.velocity.y = 75; playerGravity = 0; player.frame = 9; onLadder = true; }else if (playerJumpState == false){ player.body.velocity.y = 0; } }else{ playerGravity = 500; onLadder = false; };
  8. As I am new to this forum I would like to say Hi to all at first! I just found out about this forum (after 2 years of developing HTML5 games!). Ultimate Solid is a physics platform game with some puzzle elements which requires a lot of arcade skills. Unlike the traditional platform games movement is limited to jumping only. The game has been built in Construct 2 engine with box2d physics, by two people (me - game developer and my friend who is a dedicated level designer). Before I go with some more details, let me drop a trailer to give you a better picture of the game. There's a demo available to download for PC - Windows platform on indieDB: http://www.indiedb.com/games/ultimate-solid Demo is wrapped to dektop app with NWjs, which is a default desktop wrapper for Construct 2. We are releasing this game as a desktop game, but because of many requests we recieved from people we decided to release it for mobiles later on as well. PC version is almost done and should be available within a month from now. Regarding mobile version, it's TBD. We will surely need to rebuild it a bit for mobiles. Talking about full version. We have submitted Ultimate Solid to Steam and it's currently on Greenlight. It's going really well, so we hope for getting greenlight, but the stress is real as it is our first PC game and first Greenlight campaign! Currently there are barely several new votes a day as we are no longer on the first page of Greenlight, so if you feel an irresistible temptation to vote "yes" on some greenlight project, please leave your vote on Ultimate Solid Here's the Greenlight link: http://steamcommunity.com/sharedfiles/filedetails/?id=759087797 If there's anything you think could be done the other way or simply have any suggestions, please leave your feedback. The game is almost done but we are still polishing some parts. If you like the project and would like to stay updated, here are some links related to the project: Website: http://www.ultimatesolidgame.com Twitter: https://twitter.com/ultimate_solid Facebook: https://www.facebook.com/usolid And again, greenlight votes are very much appreciated as we have no funds for promotion at all so we rely at 100% on the community. Thanks! Don't forget to try out the demo! I promise that the gameplay is much more fun than it looks on the trailer! (we hear that all the time really haha)
  9. PIX HOP Hop, Bounce, Fall and Hop again ! Pix hop, simple endless platform game. You control a bouncy white square collecting coins and avoiding lovely colored enemies. [ Available on: GameJolt, itch.io , Newgrounds] Game supports GameJolt API , Don't forget to log in [ press G in Menu] with your Game Jolt account to Submit yourHighscore and achieve trophies [ Guests are allowed to submit scores make sure to change your name [press N in Menu ] Use Left and Right Arrows to Move [ Keyboard ] Use Left-Click Mouse to move [Mouse] Use Left and Right Arrows to Move [ Gamepad ] (Not compatible with all browsers) Waiting your feedbacks, suggestions and have fun playing Twitter: https://twitter.com/TheRockAbdo Facebook: https://www.facebook.com/bnoogames/
  10. I have been working on a puzzle/platformer of sorts and I'm simply not sure whether to continue or not. Maybe with some feedback I can finally make up my mind. There is only 8 levels at the moment but that should be enough to get the point of the concept and overall direction of the game. There are virtual keys when you play on mobile. This is a desktop screenshot. PLAY
  11. Created a game based on machine learning. Allows people to create their own map and artificial neural network will try to learn its pattern and create map based on player's gameplay. Have Fun!https://www.youtube.com/embed/4sL2Pw1f6Ck http://touchofblood.com/ Enjoy!
  12. We just released our first game to "Google Play" , which was made with C2 and HTML5 and wrapped with Cocoon.io Link: Google Play Gameplay: Video Kongregate: http://www.kongregate.com/games/BlueSn0w/wipo Newgrounds: http://www.newgrounds.com/portal/view/671533 "Wipo" is an addictive platform game which depends on reaction time , anticipation and of course "luck" ! Where once you move forward , you can't go back ... Move the square to the end of each level with the least number of deaths. Unlock all the "Achivements" and discover your "Ranking" among other players . Game Features : - Addictive gameplay & Simple Controls - Neat Graphics and Visual Effects - Achievements & Leaderboards - +20 Challenging Levels (More Coming Soon) - Smooth Real-Time Physics - Customizable Game Elements - Minimalistic UI - Player States Screenshots:
  13. I'm trying to do this using p2 physics in phaser. Essentially dragging a platform that can only be moved horizontally by the mouse which will interact with other elements in the game. Any help is appreciated.
  14. Hey guys, So i'm creating a platform where developers can distribute their HTML5 games (or web apps) on. The platform gives a game extra set of API's in order to synchronise the progress across all devices (And more, such as notifications, Chromecast support, etc). We go this feature what we call auto SDK, where a developer only have to add a few lines and the data will be automatically synchronised. We are also working on a in-app purchases API through PayPal so you can ask money for your game. I hope this helps the bringing HTML5 games together more for the users and i'm open for ideas, collaboration, etc https://webplayed.com/
  15. Hello, I'm at work to my new platform game, and I'm in trouble about running a separate animation (different from the standard one, i.e. while running or walking) while the character is firing. I am using a single spreadsheet while loading : game.load.spritesheet('dude', 'sprites/dudeallmoves.png', 420, 300);this is the creating phase: // Our two animations, walking left and right. player.animations.add('left', [6, 5, 4, 3, 2, 1, 0], 10, true); player.animations.add('right', [9, 10, 11, 12, 13, 14, 15], 10, true); // fire left/right player.animations.add('fireleft', [22, 21, 20, 19, 18, 17, 16], 10, true); player.animations.add('fireright', [23, 24, 25, 26, 27, 28, 29], 10, true);so I can distinguish between directions with a single variable (direction="left", i.e). Now the weird stuff: when I walk all seems ok, but not when I try to fire (this is inside the update() function): if ( fireButton.isDown ) { player.animations.stop(); player.body.velocity.x = 0; if (direction=="left") player.animations.play('fireleft'); //this animation does not load??[...] }and nothing happens neither if I remove (just for test) the "direction" condition. I'm using Phaser 2.2.2, the latest available in my knowledge. I guess some code is wrong, can you give me some hints or impressions about?
  16. http://codepen.io/anon/pen/qEKONO?editors=001 I am trying to add controls so if the mouse is anywhere on the left side of the character the character goes to the left and vise vera I am following this example http://examples.phaser.io/_site/view_full.html?d=input&f=follow+mouse.js&t=follow%20mouse The reason I want this is so it works on mobile. I copied the example and my game crashes :/ http://codepen.io/anon/pen/qEKONO?editors=001 Is this because follow mouse can't only make a character move vertical?
  17. I have recently decided to try PhaserJS. I have created a platform test. Demo: https://rawgit.com/jansensan/test-phaser-js-platformer/02-implement-cloud-platforms/src/index.html Repository: https://github.com/jansensan/test-phaser-js-platformer/tree/02-implement-cloud-platforms This seems to work well so far, however I can't seem to find documentation on how to make cloud platforms collision (a platform that the player can stand on, but can traverse from other directions). I am using Tiled as a map editor. I have created a tileset that represent the collisions. The empty tile is for pass through, the red tile os a full block and the blue tile represents cloud platforms. See a screenshot of the map editor below: How can I choose the type of collision I need per tile type or ID? I have looked into setCollisionByIndex, but the doc says it's an internal function. Also, it seems to target tile IDs on the map and not relative to what the tileset is. Could anyone provide any assistance? Thanks in advance!
  18. Hi, I showed my problem on the video: https://www.youtube.com/watch?v=7beTqZVm5f4&feature=youtu.be As You see, character is falling down trough platform, but not always, only sometimes. It looks like it depends on computer speed, if is faster, then falling occurs less. If is slower (for example: if screen capture is enabled), then falling occurs more. Collision is checked just by: game.physics.arcade.collide(player, elevator1); game.physics.arcade.collide(player, elevator2); What I observed: if I slow down the "elevators" then falling does not occur (but i need to fix it for every speed of elevator).
  19. Play! http://bit.ly/ROBOTKARMAJOE LD Post: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35249 Gameplay by CobCris Made in less than 20 hours for Ludum Dare #31 Compo. CONTROLS ARROWS - Movement Z - Shoot Space (Hold) - Control Your Soul! Check my games at www.jupitron.com.ar!
  20. Hey, I was wondering how I could get a few platforms to move from left to right and back, using platforms from my platformgroup. The problem is the platform isn't bouncing back from the sides and changing the velocity to + or -. Currently I have this (for only one platform): platforms.getAt(3).body.velocity.x = -100;platforms.getAt(3).body.bounce.set(1);Any suggestions?
  21. I'm making a vertical scrolling platform game using Phaser, but I can't figure out how to create randomly placed platforms to jump on. This is the code I have so far (removed unneccesary stuff): Platformer.Game = function (game) { this._platforms = null; this._platform = null; this._numberOfPlatforms = 15; this._x = this.x; this._y = this.y; }; Platformer.Game.prototype = { create: function (){ this.physics.startSystem(Phaser.Physics.ARCADE); this.physics.arcade.gravity.y = 200; this._platforms = this.add.group(); Platformer.platform.createPlatform(this); Platformer.platform.createPlatform(this); Platformer.platform.createPlatform(this); Platformer.platform.createPlatform(this); Platformer.platform.createPlatform(this); Platformer.platform.createPlatform(this); game.camera.follow(this._player); }, managePause: function () { this.game.paused = true; var pausedText = this.add.text(100, 250, "Game paused. Click anywhere to continue.", this._fontStyle); this.input.onDown.add(function(){ pausedText.destroy(); this.game.paused = false; }, this); }, update: function () { } }; Platformer.platform = { createPlatform: function (game) { var posX = Math.floor(Math.random() * Platformer.GAME_WIDTH * this._numberOfPlatforms * 70); var posY = Math.floor(Math.random() * Platformer.GAME_HEIGHT * this._numberOfPlatforms * 50); var platform = game.add.sprite(posX, posY, 'platform'); game._platforms.add(platform); platform.events.onOutOfBounds.add(this.removePlatform, this); }, removePlatform: function (game) { this._platform.kill(); } } I can get it to work to place them randomly, but the idea of a platformer should be you could actually jump on it... With enough distance but not too much, so I guess not entirely random. Hope you have some ideas! Thanks in advance.
  22. Hey! I'm working further on with the first tutorial from Phaser, the platform game. I've changed a few things, such as different sprites. I'm trying to get a different image for the ground and the 2 platforms, but now my collision isn't working anymore... Also it won't show the platforms anymore. Complete beginner here, hope to get some help! Thanks in advance index.html
  23. Hi! First of all sry for my terrible english. I done a perfect method for me to move platforms with tween and i read the platforms's properties from the tiledmap json. The problem is coz i tween the sprite.x it is a repositioning and not a moving. But i wont tween the velocity coz this work pixel perfectly and i would use the quadratic easing I tryed this code but i not finished yet and it is not perfect. Somebody have a idea for better solution? My idea: make a invisible point tween this object and use acceleratetoobject method. I not tryed yet this.platform5group = this.game.add.group();this.platform5group.enableBody = true;this.platform5group.physicsBodyType = Phaser.Physics.ARCADE;this.game.map.createFromObjects('objects', 786, 'platform5', null, true, false, this.platform5group);this.platform5group.forEachExists(function(platform){if (typeof platform.xmove === 'undefined') { platform.xmove = 0; }if (typeof platform.ymove === 'undefined') { platform.ymove = 0; }if (typeof platform.blink === 'undefined') { platform.blink = false; }if (typeof platform.b_delay === 'undefined') { platform.b_delay = 0; }if (typeof platform.b_vis === 'undefined') { platform.b_vis = 1500; }if (typeof platform.b_hid === 'undefined') { platform.b_hid = 1500; }if (typeof platform.dest === 'undefined') { platform.dest = false; }if (typeof platform.d_out === 'undefined') { platform.d_out = 2000; }if (typeof platform.d_in === 'undefined') { platform.d_in = 2000; }if (typeof platform.allface === 'undefined') { platform.allface = false; }if (typeof platform.wait === 'undefined') { platform.wait = 0; }if (typeof platform.speed === 'undefined') { platform.speed = 1; }platform.tween_blink_out = null;platform.tween_blink_in = null;platform.body.immovable = true;if (platform.allface == false) {platform.body.checkCollision.right = false;platform.body.checkCollision.down = false;platform.body.checkCollision.left = false;}if (platform.xmove != 0 || platform.ymove != 0){this.game.add.tween(platform).to({x:platform.x+(platform.xmove*24), y:platform.y+(platform.ymove*24)}, Math.abs(platform.xmove+platform.ymove)*50/platform.speed, Phaser.Easing.Quadratic.InOut, true, platform.wait, Number.MAX_VALUE, true);}if (platform.blink) {platform.tween_blink_out = this.game.add.tween(platform);platform.tween_blink_out.to({alpha: 0}, 400, Phaser.Easing.Quadratic.Out, false, platform.b_vis, false).onComplete.add(function(){platform.tween_blink_in.start();platform.body.enable = false;},this);platform.tween_blink_in = this.game.add.tween(platform);platform.tween_blink_in.to({alpha: 1}, 400, Phaser.Easing.Quadratic.Out, false, platform.b_hid, false).onComplete.add(function(){platform.tween_blink_out.start();platform.body.enable = true;},this);platform.tween_blink_in.start();};},this);}, //end of createupdate: function () {this.game.physics.arcade.collide(this.game.player.sprite, this.platform3group);this.game.physics.arcade.collide(this.game.player.coinGroup, this.platform3group);this.game.physics.arcade.collide(this.game.player.sprite, this.platform5group, function(player, platform){player.x += platform.x - this.contactPoint;this.contactPoint = platform.x;}, null, this);this.game.physics.arcade.collide(this.game.player.coinGroup, this.platform5group);}, //end of update
  24. I have a game with a player sprite that moves on top of platforms (like Mario). Right now it works with Arcade physics for the y-axis and tweens for the x values, so I can control the horizontal movements very precisely. All moves of the playersprite end on a 64x64 grid. So when a tween ends, the x value is always a multiple of 64. Now I want to implment the physics engine for the x-axis as well, but I'm having trouble to achieve the same grid-value thing as above. When the playersprite bounces into walls, i want it to move to the nearest 64x64 position (but looking natural, of course). I already tried using calculating the nearest 64x64 coordinate, maintaining the direction of the current movement and keeping the velocity at speed until the exact point is reached, but this ended up very messy, because sometimes the sprite moves over this point because of a high speed, and I have to set the sprite back, which looks really weird. Hope the above is clear. Basically I want movements to fixed coordinates, but WITH a physics engine. Any ideas how to achieve this?
  25. Dash Rumble Click to play - v 0.2 Devlogs 1- Devlog #1: designing the game and the AI Pitch Dash Rumble is a platform/arcade action game in which you dash to death! Push your enemy outside of the arena’s boundaries to win. The project Dash Rumble is about building up a battle system mildly inspired by wrestling: the player’s main way to beat his opponent is to push him, rather than to damage him. It originally started out as a combat system in the vein of the old school Tales Of (that is to say, confrontations on a line), and evolved to become this very game project: a fast-paced fighting game based on well-known platform mechanisms. You can already try the first prototype by clicking the play button above! This thread will serve as a development log for the game. I will also be sharing tutorials and tips based on my experience with this project. How to play Arrow keys to moveSpace to dashUpcoming elements I'll be working on modifying the core game rules and the art next. Getting in touch If you like what I do, don't hesitate to message me on twitter @NathanLovatoArt Thanks for your time!