Search the Community

Showing results for tags 'platformer'.

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 113 results

  1. Hello! I have chosen this forum to be the first place where i will communicate about the release of my game, because Phaser has a special place in my heart. i decided to work hard on this project, alone, and never talk about it until it was well polished. I was about to release the beta in a couple of days but... what a surprise, i just saw that PhantomStom made an article about it! I don't even know how he found the URL, but i'm glad he did it :). So a little earlier than i expected, here is Infinity Land (BETA): It's a sandbox platformer, you can create your own levels, and share it with the community. Greatly inspired by Mario Maker of course, but also: Metroid, Mega Man, Super Meat Boy, i wanna be the boshy. The levels i design are pretty hard because i like to improve from dying! but i will make more easy levels for beginners. I suggest you to look at the SPECIAL INTERACTIONS page to know more about all the subtleties. You can also play the controls tutorial without registering: CONTROLS TUTORIAL You can help me to improve the game by reporting issues or misspelled worlds to Thank you in advance for testing the game, any feedback is welcomed.
  2. I have created a platform game in 2D for the desktop that is based on the Classic Space theme by LEGO. It is still under testing so I will make a new post later on when it is finished, but here is a little preview of the game. It is written from scratch in Javascript without using any libraries (except for jQuery sometimes), and since it is quite big it probably takes more then 5 hours to finish. In total there are 6 bosses and about 50 different enemies. The graphical style is a mix between Nintendo 8-bit and C64. I also wonder if you got any tips on how I can spread this game to a bigger audience?
  3. Hi! I’m new to Phaser 3 and I’m testing a lot of things to create a little platformer, right now I’m using Tiled, and I already did tiles that collide with the player, but I don’t know how to avoid colliding with the bottom part of these tiles. So I’m asking for help. Thanks.
  4. jorbascrumps

    How to create ladders (with Matter)?

    Hi all, I'm looking for some advice/ pointers on how to best go about creating ladders with Matter physics. At the moment, I'm adding a sensor for each ladder tile and then setting a flag on collision. If the player has this flag set and presses up (or down), I apply a force to the body in the desired direction. It doesn't feel like a very robust solution and the player tends to slide around. Is there a better way to handle this? Thanks
  5. Hi All! I just wanted to introduce a game we created called Minako Vs Zombies. This is a platformer with a story line and a grand finale. If people like it, we plan to make a continuation game and progress the storyline even further. As a side note, I am an old school C++ developer and was quite resistant to HTML games... but when I was introduced to Phaser I felt like I was home! What an amazing framework this is. So much can be done in just a few lines of code. Here is the link to the Google Play store: More details can be found here: Web demo of the game: Let us know what you think. Any constructive criticism is more than welcome. Thanks for taking the time to check it out!
  6. Sadisticave - A new, challenging platformer created fully in Javascript/HTML, plays right out of your browser and is free to play RIGHT NOW on This is my first ever release, I handled all of the art, music, coding, and trailer. The full project time took 3 months. Here is a link to the game : I worked really hard on this, hopefully you guys will enjoy. If you don't have time (or don't want to) play, atleast check out the trailer : Be sure to leave a comment on the itch page if you like it, and come follow me on twitter to be notified on what I'm making next:
  7. In Huggernaut, you can't jump. But that's no big deal. Not when you've got a grappling hook! A grappling hook you'll make good use of as you try to hug all your friends~! Huggernaut is a cute, colorful and challenging platformer which has you swing around with your hook in 23 levels. Are you fast enough to get a star on every level? Well, if you are there's always the speedrun mode which let's you play through the entire game in one go with a timer. And if you're not... Then remember all that matters is that you enjoyed the attempt! ^^ PLAY ON KONGREGATE HERE Don't forget to rate the game too if you have a Kong account! Huggernaut was made with GameMaker Studio 2. I originally made it for a 72 hour jam (the GMC Jam #6, on the GameMaker community forum), which it actually won. Then I updated it, with better controls, some visual eye-candy and more levels etc and decided to focus on the HTML5 build. It's the first game I've made that's received any real attention, with ~20k plays across all portals. That might not be much for many of you, but I'm still proud of it! ^^
  8. Bad Pad is a fictional hard rock musical comedy metroidvanian platformer. The wacky premise of Bad Pad is told in songs and is set around a gamepad's buttons who came to life, their endless battles, tons of jumping, mind controlling machines and a little bit of time traveling. Join Square in his adventures, survive Evil Pen's hellish castles, help save Hexa and Trapezoid and probably the rest of the world! Bad Pad - Trailer Bad Pad - Prologue Bad Pad - Evil Pen's Evil Plans
  9. Hello everyone, I present you my first game, available for free on It's a pretty simple pixel-art platform game, you have to jump from ruin to ruin without falling, the platforms are randomly created as you go so the level is infinite the goal being to make the best score possible to unlock more levels. Each level will have its particularities, some with boss. The game is available on :
  10. Natalia Dushkina

    [WIP][Phaser] Xmas delivery game

    Merry Christmas, everyone I am working on a christmas themed single button game. The player drops gifts to house chimneys. Player gets points (+10) if a good boy receives a gift (for now this means hitting the chimney once of a one-storied or two-storied beige house) and 0 otherwise. Game time is limited. Current version is here: In the future I plan to: - add the ability to drop 2 gifts at one house (you can drop one for now); - add 2 more house types (e.g. a house where 2 good boys live); - make the appearance of different house types more clear, so the player could decide more quickly whether it’s good for him to drop gifts at the forthcoming house and how many (1 or 2); - disable gifts throw for a while if the player makes mistakes (e.g. hits a roof or throws 2 gifts to bad boys); - add extra points for sharpshooting, e.g. +30 for 3 subsequent throws to a good boy; - add levels, levels will differ by house types quantities and player speed; - add roof break animation; - change font, change the way ttf fonts load; - rewrite all modules to ES-2015, build assets with some task runner, optimize assets load, make game work on mobile devices. Any feedback will be appreciated, maybe you have some suggestions about game art, instructions text, game mechanics, or performance.
  11. We wish to build a platform game like súper Mario bros and to be fair this is very similar to many others so maybe if you have another one made you can adapt it to our needsTo begin with, we will have 5 levels and a boss at the end to beat.The player will have 3 lives to attempt all the levels. As they go through the game they will have the chance to collect coins which increases their score and also they can jump on crates. The crates will be ítems they have to collect to finish the level. When they jump on the create an image will appear on the screen and some audio. Each crate will have a different item, all loaded from a json file (image, audio etc. I can provide the format they will come in).The player will come across different enemies as they go through the levels. The player has to either jump on the enemy or shoot them. The player will have limited bullets so this will be something else to collect. If the enemy touches them they will die.To finish a level they must collect all the crates and go through the transporter at the end. If they reach the transporter and they have not collected all the crates they will have to go back to break them.When they get to the end of the 5th level they will have to fight the end boss.They will need to hit him a certain amount of times. (to be discussed).When the end boss is beat the images and audio will display 1 by 1. loaded from the json.A total score will be collected based on coins and the time it took for them to finish each level. The ranking will be needed to be saved into a var as it will be sent to another page later.We have all the images ready for the game.We will also provide the buttons GUI images .There are 6 enemies (including the end boss ) in this collection so we can introduce a new one for each level. At the top of the page we will need to display bullets, lives, an icon for the crates. might be best a picture of the crates the a number over lay 2/8. Any questions please let me know.
  12. This is my newest project with Phaser, 2D platformer which aims to bring the best from the present and the past in one game. Curentlly it is still WIP but you can see how the development progress is moving on. Some of you may have seen it on twitter but for those who didn't here are a few gifs: As far as tools and frameworks are concerned I'm using: Phaser - for coding Aseprite - for pixel art Tiled -for level design I'm alone working on this game, graphics, programming and design, so if you see any flaws please do not hesitate to criticize me. Cool part about being solo dev beside not having anyone to mess with my ideas is that when I get bored doing programming, I draw assets for my games, when I run out of inspirations for drawing I design levels, when get tired with that I move back to programming and so on! I hope that playable demo will be available by the end of the month. Thanks everyone for taking a look. Cheers!
  13. veggis

    2.5D platformer?

    I've been looking for a framework for an idea i have. I want to create a 2d platformer with 3d objects for web and mobile. Babylon is attractive, but i'm unsure if there are any physics engine that can handle constraints and also suitable for a platformer in that way. Any ideas? Is unity the best way to go here? Thanks
  14. DanielKlava

    Sprite jitters if camera moves with it

    Hello! I'm developing a simple 2D platformer with low res pixel art (canvas of size 144x81 pixels), and I noticed that when I move the sprite horizontally but enough to make the camera follow it, there's some jittering ocurring with the sprite. Here's the link (just pass the "main screen" clicking on START): Could a kind soul give some assistance? I pay with internets. Thanks a lot!
  15. Hello, My graphic design firm Hieronymus ( is looking to hire someone to create a small side scroller game for a corporate client of ours. We’ll provide all the artwork, but need a developer to put it together. The overall concept isn’t too wild: it’s generally going to feel and act like the first level of Super Mario Bros. We’ll provide sprite states for the characters and objects, as well as audio. The final product should be able to run in HTML, as it will live on the client’s website for a time, as well as be ported into an arcade-style standing platform for trade shows. We’re looking to start near the end of October and have a fairly long schedule; it won’t launch until the end of the year (or sooner, as I assume this will take a fraction of our total time). We need someone in the USA, though NYC or surrounding area would be ideal. If someone is interested, we'd love to speak in greater detail. We can send you links to our portfolio and work, and are happy to discuss the project in further detail. Feel free to get in touch here or via the contact on our website. Thank you!
  16. josedarioxyz


    Hey everyone, I have noob questions. I'm creating a platformer game with Phaser, as well as Tiled to create a layered JSON map. So far one of my tile layers is handling all of the inanimate object collisions via, 600, true, this.collisionLayer, false) to which I've passed indices to my entire tileset (only using one). Given that I've done this, does the number of tiles I actually create in that layer via Tiled affect performance? Would it be advisable for me to just use setCollision() or setCollisionBetween and pass only the necessary tiles that I plan on passing to that layer? My tileset is about 1/3 tiles I want to use for collision, and they're not totally organized but I can reasonable get that done if necessary. Also, what's better for performance, bigger tilesets or more, smaller tilesets. What would you consider a sweet spot for this in terms of size and number of tilesets? Note that I've already compressed my images etc and not having any performance issues so far, just taking preventative measures. Thanks for any help in advance.
  17. I have recently decided to try PhaserJS. I have created a platform test. Demo: Repository: 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. David M

    Resize platformer like Melon JS

    Hi, First I apologise if this has already been covered but I have searched and searched and not found a clear answer. In basic terms, I am trying to build a horizontal scrolling platformer that resizes as you change the size of its container. The functionality that I am trying to achieve can be seen in the Melon JS engine and results in no blank bars to the left & right or top & bottom. Thanks in advance. David
  19. microcipcip

    [WIP] General Election Game (UK)

    Hi all, Me and my team have just made our very first game and I would really appreciate some feedback! Here's the link to play it online and below is a screenshot of how it looks: The Game is about Jeremy Corbyn, the Labour leader, that in the game is portrayed as a Wizard that can turn evil into good. I have just created 5 levels for now but I am not sure that the gameplay works 100%. It seems to me that the game is too easy, but my opinion doesn't count because I know how the enemies behave and how the levels look. Maybe I should increase the number of enemies per level or the speed? Or it works ok as it is now? Any feedback is greately appreciated, thanks!
  20. MikeMac2d

    Game Pack Bundle Sale

    10 Tile Packs all together
  21. Jack the Creative

    Me - The Game

    Hi guys, this is my metaphorical platform game:online demoThank you in advance for your attention, feedback always very appreciated!!
  22. Hello all, I am currently trying to make a simple platformer, but am having trouble detecting collision with a tile layer. After looking through many of the other forum posts here about this problem, none of the fixes seem to work for me. 'World 1' layer is the background and 'Collision' is the layer that contains the platforms. To my understanding, I should just be able to use map.setCollisionBetween() on the tiles that I want to use as the ground, which I think I did correctly. I also made sure to enable physics for the player and the collision layer. For some reason, though when I console.log(game.physics.arcade.collide(player, col)), it always returns false. When I run console.log(player.body.blocked), it only returns true when the player is on the window boundary (because of collideWorldBounds=true). Can anyone see what I'm doing wrong? var game = new Phaser.Game(800, 480, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.tilemap('bgmap', 'assets/tilemaps/maps/superMarioBG.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('bgtiles', 'assets/tilemaps/tiles/super_mario.png'); game.load.image('player', 'assets/sprites/georgeRight.png'); } var map; var bg; var col; var player; var cursors; var jumpButton; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#787878'; map = game.add.tilemap('bgmap'); map.addTilesetImage('SuperMarioBros', 'bgtiles'); bg = map.createLayer('World1'); bg.scale.set(2); bg.resizeWorld(); col = map.createLayer('Collision'); col.scale.set(2); game.physics.arcade.enable(col); map.setCollisionBetween(1,40,true,col); col.resizeWorld(); player = game.add.sprite(0, - 150,'player'); player.scale.set(1.5) ; player.anchor.setTo(.5,.5); cursors = game.input.keyboard.createCursorKeys(); jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 500; player.body.collideWorldBounds = true; } // function update() { game.physics.arcade.collide(player, col); player.body.velocity.x=0;; if (cursors.left.isDown) { player.body.velocity.x -= 500; } else if (cursors.right.isDown) { player.body.velocity.x += 500; } if (jumpButton.isDown && player.body.onFloor()) { player.body.velocity.y = -550; } console.log(player.body.blocked); } function render() { } };
  23. SirTuffy


    Hello, I am pretty new to Phaser and also to JavaScript and while coding a game I keep on getting this error " TypeError: Argument 1 of CanvasRenderingContext2D.drawImage could not be converted to any of: HTMLImageElement, HTMLCanvasElement, HTMLVideoElement, ImageBitmap." I have been stuck on it for a day or so and I would like to see if someone could help me find where the problem is. I have been following a few tutorials i find on the web on how to work with Phaser and js here is a pastebin of the code.
  24. I have not complicated 2D game platformer with two levels, with simple platforms My character can jump, run and fall I want to teach him to hanging on the ledge on arms (i have sprite to animate this), and to stand up on platform. Hanging on arms - see picture below. Please, help me with some advice. I will add code if you will need to. In advance, thank for answer.
  25. Ulbast

    Platformer collision problem

    Hi guys! I'm new to Phaser, with basic knowledge of JS. I have a problem with my platform game, which I've started with this tutorial. The code is different from every tutorial I've seen on Phaser main webpage, so It's hard for me to get in to. (no update, create, preload function in main is the beggining of all my problems)... I wanted to add a shooting system, which I learned from this: I applied this code to the platformer engine, and I am not sure if I did it correctly. I have created shooting system in Player object, because I didn't know how to do it other way. This code look like this: //In player: Platformer.Player = function (game_state, position, properties) { "use strict";, game_state, position, properties); (...) //bullets bullets =; bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.callAll('events.onOutOfBounds.add', 'events.onOutOfBounds', resetBullet, this); bullets.setAll('checkWorldBounds', true); bullets.createMultiple(100, 'pocisk'); function resetBullet (bullet) { bullet.kill(); } //In player.prototype.update : Platformer.Player.prototype = Object.create(Platformer.Prefab.prototype); Platformer.Player.prototype.constructor = Platformer.Player; Platformer.Player.prototype.update = function () { "use strict";, this.game_state.layers.collision);, this.game_state.groups.enemies, this.hit_enemy, null, this); (...) //bullets if (this.spaceKey.isDown) { this.fireBullet(); } this.fireBullet = function() { if ( > bulletTime) { bullet = bullets.getFirstExists(false); if (bullet) {, Platformer.Enemy, this.zderzenie, null, this); bullet.reset(this.body.x + 6, this.body.y - 8); bullet.body.allowGravity = false; if (this.profil==1) //direction of shooting bullet.body.velocity.x = 300; else bullet.body.velocity.x = -300; if(bullet.body.x==Platformer.Enemy.x && bullet.body.y==Platformer.Enemy.y) bullet.kill(); bulletTime = + 250; } } } And it works, the player is shooting circles in left or right direction. The problem starts now. I need to somehow code the collision between the bullet and the enemy. As you can see above, I wrote thing like this : if(bullet.body.x==Platformer.Enemy.x && bullet.body.y==Platformer.Enemy.y) bullet.kill(); But this don't work. What can I do? It is the problem with seperate objects? Or maybe I know nothing and made serious stupid mistakes?