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Found 22 results

  1. Phaser Editor v1.4.3 released

    Phaser Editor v1.4.3 released Hello, A new version of Phaser Editor is available. In this delivery we include: New Text object. Different type of prefabs: Sprite, TileSprite, Button, Text. Improved preview of Atlas (tile, list and texture view modes), Image, and Spritesheet. Brush-like selection of sprite-sheet frames. Local website with examples and code. Internal web browser for a quick game run (experimental). Better HiDPI icons support. Read the release notes. Best Regards Arian
  2. Hi indie developer friends You already published a game in Google playstore? Then you know the pain of updating the store information in all different languages. As a start, we published a small tool for translating and creating the release notes automatically. We often used terms like “Bugfixes”, “Performance updates” on each release for all languages. Now you can provide more information (up to 500 characters per language) and hopefully get more downloads with better ASO. Just try it here: http://translate.iwantanelephant.com
  3. Hello, I did a small contribution to BJS which has been merged recently, and I saw that my code is now integrated in the preview release to download here : http://www.babylonjs.com/versionbuilder/ and also in the preview CDN . It would have been awesome to have it updated in my project through NPM ! When do you update alpha releases on NPM to match the current state of the preview release ? Thank you
  4. Releasing a Phaser game

    Hey guys, I'm about to release a game made with Phaser 2.8.2 targeting Desktop browsers. I was wondering if there's anything I need to do to make sure the code runs as optimized/smooth as it can on players browser? In native world, I would simply create a "release" type build with compiler optimizations enabled. Is there such a thing? Thanks.
  5. Phaser Editor v1.3.0 released

    Hi! We just released a new Phaser Editor version (1.3.0) Updated to the latest Eclipse version (Neon.1): Performance improvements and much more. Eclipse Marketplace Client: to install third party plugins, like EGit. We are evaluating the typescript plugins developed by the Eclipse community. Automatic Updates: all components of the editor will be updated automatically, including the latest Phaser official version (no Phaser CE support for now) Improved JS Editor: small changes in the JS type inference engine that results in a much better content assist (yet not *perfect*) Bug fixing, performance improvements and *minor* features in the scene editor, asset pack, local HTTP server, project templates and chains. New learning content: we wrote a tutorial in the GameDevAcademy blog, about how to make a platformer game with the visual scene editor. Read more in the release notes For the next release we plan to focus on: Do a research of the available Typescript plugins and write a tutorial about how to install them. Start with the implementation of the P2 Physics tools for the visual level editor. Support Phaser v3 if it is released in the next 3 months. See you soon! Arian (Scene editor: Added two new parameters to the Animations editor) (Scene editor: recovery from missing assets) (Check for Updates) (Eclipse Marketplace)
  6. melonJS 4.0.0 Release

    The melonJS team is pleased to announce that version 4.0.0 was released on November 28! You can read the original article and changelog on the melonJS blog: http://blog.melonjs.org/2016/11/melonjs-400.html Some highlights include a re-architecture of sprite handling to directly utilize 2D matrices for scaling and rotation, way better support for BitmapFont, and improvements to DebugPanel plugin performance with WebGL. Download the build and source code from the Github project page.
  7. Viking: Way to Valhalla

    Hi, we have released our new awesome html5 game, i will be very happy to get feedback from you! Also i can tell you about development! Newgrounds : https://goo.gl/6VrMBx Kongregate : https://goo.gl/vPUh4s Rate us please, that's very important fo us!
  8. ProcEngine v1.1 (Open Beta)

    Hello Everyone, I am Ahmed Khalifa, known as Amidos. I am a PhD Student and Indie Game Designer/Developer. Recently I was developing couple of roguelike games and everytime I start to develop a new game, I have to create an algorithm to generate the map from scratch. I got an idea inspired by Nicky Case (Emoji System Post) and Kate Compton (tracery). The idea is to have a library that is super flexible and powerful enough to be used to generate maps for games (not only background tiles but also player, goal objects, enemies, and ...etc). From here I got the idea of ProcEngine. ProcEngine is a step toward having a unified opensource library for different map generation techniques. Features: 2 different room spawning techniques (equal split/tree division) Spawn objects and have room structures using advanced cellular automata rules (inspired by Nicky Case) Define any number of names (and max count) as cellular automata objects Define any type of neighbourhood as a 2D binary matrix Define any probability to spawn new object on the generated map Connect/Delete unconnected parts in generated rooms and maps Use more than one cellular automata rules either to have new generating layers or smoothing the generated level Debug attribute to print what's happening after each step in the system. Link to the project: https://github.com/amidos2006/procengine The project is still in Beta version, feedback is appreciated and help with making better website and tools will be amazing
  9. Crucial Pain

    A while ago I wrote an HTML5 game called "Crucial Pain" for outofscope dev. We now decided to open source it and I wrote an article about the development process and the decision to make it free. You can read it here. download it from the AppStore for free (no ads) https://github.com/outofscopedev/crucial-pain
  10. We have released our very first Android application called HTML5 Games Club on the Google Play Store. This application allows you to play with more than 1700 HTML5 games without any additional installation. Here you can play games provided by well-known HTML5 game distributors such as Famobi, GamePix, HTMLGames, TreSensa, Spil Games and Softgames.The application is available on the Google Play Store. Install and try it now!
  11. We have released our very first Android application called HTML5 Games Club on the Google Play Store. This application allows you to play with more than 1700 HTML5 games without any additional installation. Here you can play games provided by well-known HTML5 game distributors such as Famobi, GamePix, HTMLGames, TreSensa, Spil Games and Softgames.The application is available on the Google Play Store. Install and try it now!
  12. Phaser Editor v1.1.2 released

    New Phaser version? New Editor version! It is our philosophy and compromise. Phaser Editor v1.1.2 bundles the recent Phaser build (v2.4.6) in addition to other useful updates like: Embedded Java run-time (now Phaser Editor runs out of the box) New set of project templates based on the Game Mechanic Explorer examples. Integrated (offline) Phaser documentation and Editor documentation. New selectable appearance (native and dark themes). Improved JavaScript libraries (now supports ECMA5 and Browser APIs). Chains, Phaser examples project templates and Phaser auto-completion updated to support Phaser v2.4.6. Read the release notes.Learn more about Phaser Editor and download it right now! Some of the assets you see on the screen are part of the game The Life of Cuco.
  13. Hi guys! I have this scene where I import different meshes with lots of polygons, like here: http://babylonjs-playground.com/#1OI6LZ#11 You'll see that I'm importing the same mesh repeated times instead of using instances on purpose. So at some moment, I'd like to remove some of these meshes. In the example above, when you click on the skulls, the mesh.dispose() is called. When I track the memory with the Chrome JS Heap timeline tool I can't really see the memory released though when the dispose() function is called. Here the four skulls were loaded and then I clicked on every one of them, so shouldn't there be some drops visible?: Is there something I'm missing?
  14. Hello everybody I just published my game Jolly Jumper it can be played here http://shohan4556.itch.io/jolly-jumper please let me know your thought about this game. Thanks.
  15. Phaser Editor is available for Linux users

    Today we released the first version of Phaser Editor for Linux. In this version there are no new features, else some bug fixes, read the changes log for more details. The Windows binaries was updated too. The next stop is Mac OSX join us to be notified. We let you with a screenshot of this IDE running on Ubuntu Gnome:
  16. Phaser Editor got commercial and open source

    Hello, Today I released the commercial version of Phaser Editor and opened the source code (MIT) in Bitbucket. Read more.. Best regards, Arian
  17. Hi, The last version of Phaser Editor is ready to download! This is a Release Candidate version (Phaser Editor RC 15.11). This time we are also releasing new great stuff: The website was reworked with a new look.We created a blog to keep you updated and write about the great features around Phaser Editor.In the blog you will find a quick start guide to help you with the main tasks. This guide includes 8 video demos.The subscription form was moved to a professional website so we can give you a better newsletter.This release is an evaluation product but with no expiration date, it just shows a warning message from time to time. For more details read the release notes. For the final release we are considering to open the source code under a MIT license. Enjoy Phaser Editor! Arian Fornaris
  18. Hello to everybody, I wanted to share with you my first HTML5 game! The idea behind the game is very simple: collect all the coins you need in order to pass the level before the time expires. Sound simple? No it's not, it's actually very challenging and you will probably hate and love this game at the same time (but please just don't blame me if you will eventually drop your macbook pro out of the window). You can play it and/or get more informations trough this link. I'm looking forward to get some feedback from this community, please give me your suggestions. At present I'm selling it on www.fgl.com (is it a good way? I have no idea) where the game has been approved and rated with a score of 7 out of 10.
  19. Desert Swarm

    Hello lovely people. I've been working on a game with Phaser, and just released it on the Chrome Web Store. It's an arcade style game, inspired by Space Invaders and Pacman. You're a lone tank commander, in the middle of a desert with limited resources. You have to survive an alien swarm until help arrives. Here are some screenshots: Thanks to Richard Davey for his work on Phaser - I had a blast using it! If people are feeling in a generous mood, please leave a review on the Chrome store. It will help other users decide whether to play the game, and will help me improve as a designer PS If anyone is interested, I wrote up the process of making the game in a blog post.
  20. Hello, Everybody! I'm currently planning to create a browser game using the Babylon.js framework. I am confused about deployment and how to actually release the game, so I would appreciate if you would solve a couple of mysteries I have about this. First of all, I can see that I need a webserver in order to use Babylon properly. I understand that this is because I need to define a custom MIME type for the .babylon extension to be loadable. Alright, so basically, all I need to do is use the js framework to craft my own game by implementing game mechanics and importing files from Blender with the .babylon extension, all of this running on my Apache local webserver? If so, then how can I redistribute the game? I will make users download the games files (js scripts, .babylon files, css files and actual html files that link everything) but how can I be sure that the user will actually have a webserver installed? What if they don't? Because my point is to make the game work offline, not in such a way that the users will need to access my website everytime they want to play the game. And then I thought about Node.js. Do you guys think I can include node.js along with the game files? I mean, will that create a node local server on every user's machine when they download the files, so the game will be ran on that node.js server just as it runs on my own local server on my machine? How can I do that? Is this what I'm supposed to do? Or, perhaps, this is totally wrong and I should simply host the game files on my online server and only allow users to play online? Thank you!
  21. Hi, I created a little game sandbox with some physics models: gravity, cloth, DLA, fluids, soft body. Play it online here: http://dreamequation.net/sandbox/index.html Your feedback is welcome. Enjoy!
  22. This is my latest game for the game-a-week challenge. It's just a simple game that has the player shoot crates falling off the back of a truck. There are an infinite number of levels and the difficulty just keeps getting higher and higher until you die. The object of the game is to get lots of points. There is an internal multiplier that increases if you shoot but don't miss several times in a row. You can find out more information at my blog: http://simplypixelated.com/ And a direct link to the game: http://simplypixelated.com/cargoblaster/ Enjoy!