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Found 67 results

  1. 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 !
  2. Hello to everyone, I'm currently developing a fan-made, retro-style and non-profit game with Phaser based on the TV show Stranger Things. The main idea is to do a Point and Click game like old classics (Monkey Island saga, Indiana Jones and the fate of atlantis, etc...) with retro pixel-art graphics and chiptune music. I'm looking for GFX and Music artists If you are interested to collaborate with this project please contact with me and I'll send you a link to see the work in progress. (Sorry if there are some grammar errors, I'm Spanish).
  3. Weekly Indie Devlog

    Hello, i'm an Indie developer from Spain. I started some time ago a weekly devlog about my work and the work of my team mates. Here it is the last week video : All the games are done using Game Maker and exported to html5 to be able to play here : http://www.gamedanteam.com/ Also i plan to export the games to Android and Ios. Please, give me some comments about the video and or the games. I'll be posting here the new videos, hope someone can learn something from my experience. Thanks for your time !
  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. PhaserQuest - Roleplay Mod

    PhaserQuest - Roleplay Mod. This is a version of PhaserQuest with RPG elements in it such as levelling and an equipment system. Many thanks go to the original developer of PhaserQuest and of BrowserQuest for the assets. Play the Demo Here: http://vps128058.vps.ovh.ca:8081/ Note 2 - You also need to be level 2 to equip the next beginner sword. The dialog is missing for now.
  6. Hi all, I am here to present Relic : Tale of the Undead Princess, a retro 2D action-adventure game. On the menu : Greenlight, trailers, playable demo and upcoming release ! OVERVIEW The princess is dead... But she is back ! The last hope against evil forces. Help her explore the realm and succeed where all heroes have failed. Relic : Tale of the Undead Princess is a retro 2D action-adventure game, with a fine blend of exploration, puzzles, secrets and challenges ! GREENLIGHT Support the Princess on Steam > Relic on Greenlight < I am not asking for "likes" it, but if you enjoy the concept and gameplay, a little help is always welcome. Thanks More resources on the Steam Greenlight page : trailer, screenshots, features and playable demos. DEVELOPMENT I work alone and I handle the programming, production, game design, level design, QA and misc art assets ; for everything else (main tilesheets, sprites, music) I license asset packs from artists and asset stores. Full detailed credits in the game. - Estimated play time : 8~12h, depending on player experience and game completion - Game size : ~200 playable screens - Team : myself ! - Development time : ~1 year, from scratch - Platforms : Windows 7/8/10, Linux (tested on Ubuntu 16.04 LTS) - Release date : TBC ~ Spring 2017 TOOLS - Tech : The game is developed in TypeScript, using VSCode and SmartGit. It is using the Phaser engine, in its latest pre-CE version, 2.6.2. On top of which I add my own gameplay framework, a json data-driven Entity-Component-System architecture. - Art & design : I'm using Pyxel for misc pixel art and Tiled for the level design. - Production : handled with Trello and Toggl, plus a collection of ad-hoc prod assets. - Shipping : The application is packaged with NW.js to deploy as a desktop executable. Thanks for reading - I hope you will enjoy Relic : Tale of the Undead Princess !
  7. Arkona II

    Hello all, please take a look at my uber-alpha project Arkona II. It runs as a desktop app (courtesy of electron) but it is an html5/js game. I've only been able to run the mac version, so apologies is the other platforms are not working. https://github.com/uzudil/arkona2/releases Thanks! --U ps.: did I mention I'm looking for contributors?! It could be you...
  8. [WIP] Old school shoot em up

    Hi, I have an arcade game in development. The game isn't hosted online anywhere just now but it will be on completion at my arcade playstar.mobi Here's a few screens. You can also see a video of the game running on YouTube: The game is written using vanilla JS. It's a cool project as it's involved creating a level editor that outputs a ton of JSON. The data is stored in a MySQL database and I wrote a web front end for dragging and dropping the entities into place. Each entity (sprite) has a load of parameters which really warranted the level editor as manipulating data in a text file is a pain! The resolution of the game is 640 x 960 but scales to the device using CSS vh and vw. The artwork is drawn in Photoshop to 320 x 480 and scaled using nearest neighbour on export to present the retro pixelated effect at 200%. Hope you guys like the look of it. It'll be done end of June.
  9. Hi devs! I am an experienced music producer with over ten years experience making music and hold a music degree with other music production qualifications. I have made music for indie games and bigger titles such as Sega's Alex Kidd In Miracle World 2, a homebrew game for the Master System. My main portfolios are here: https://www.pond5.com/artist/nicolemarieproductions https://www.productiontrax.com/profile.php?id=12726 I am very flexible and open to negotiations. I work via Paypal. I hope to hear from you!
  10. Arkona (working title) is an isometric retro rpg in a style you may remember if you played pc games in the 90s. :-) I'm looking for people who are just into this stuff. The game is in a relatively early stage and is meant as a hobby project only. I could use help with: - music/sound fx (there are none so far) - 3d artist: is toon-shaded creature animation your thing? - pixel artist: see screenshot below for reference - coder: phaser+es6+webpack, there is a lot to do (combat, inventory, pathfinding, etc.) - other: want to write conversations, design levels, etc? Get the source here: https://github.com/uzudil/arkona Thanks for considering! --U
  11. The project is about a 2D Retro Monster Training Game (not similar to Pokemon though!). The name of the Game is Creaturals. Creaturals are monsters which live in an alternate universe and can be summoned through portals by using their summoning shards. You take the role of a young boy named [player selects name] living in the small village of Grefin. After an event that changed his life the young boy leaves his home to get trained by Joel, and learn how to use the Creatural shards, how to obtain Creaturals and how to fight with them, preparing him for the war against the Jay Clan which tries to rule the world by using Creaturals to fight for them. Our target platform is PC but we are also considering running a mobile game side project to earn financial support for the team's needs. I am a self-taught amateur programmer. I started coding 4 years ago and thats when I gathered some Web Development experience. 3 years ago I started Game Development with Unity. I code in PHP, JavaScript, C#, HTML/CSS, jQuery and more. We are looking for both experienced and new Game Developers of all fields (Coders, Musicians (Mostly 8bit needed), Designers (mostly for pixel art)) to join our team. In case you are interested join our Discord: https://discord.gg/MJASrmA Here is some Concept Art of 3 Creaturals: http://imgur.com/BUMi1pK Here are some screenshots of an early prototype: http://prntscr.com/e40bba http://prntscr.com/e40c4g http://prntscr.com/e40ca0 http://prntscr.com/e40cqc
  12. Firefighter "Krause"

    Welcome to firefighter "Krause"! It's a simple Jump’n’Run with currently 3 easy levels. You can play it with your keyboard or on your mobile with touch/gyro. The game is decided for my 5 years old daughter, because she is really a big fan of the firefighters. "Krause" is the name of a firefighter of her first children's book of the fire-department. On the other side I'm a big fan of "Nikki & the robots" and this brought up the idea for this game. If you want, you can see this like a small tribute to Nikki. Play Firefighter "Krause" Here some infos: Frameworks: threejs for graphics/webgl Sound with Web Audio API (runs well on IOS) Change the volume by touching in the top-right corner Collision: first it will check the rect of an object. If it hits, it will calculate a pixel-collision in a hidden canvas. Missing: fullscreen on mobile, a good solution for visibility (stop playing music) I had much fun to create this game and I know that 3 levels are really not enough. There are still some ideas of moving platforms or deadly smoke in buildings ... any ideas?? I'm looking forward to get some feedback from you. How you or maybe your children like this game? I you have any questions I will answer! https://twitter.com/pixelactivityde Have much fun! Stephan
  13. Asteroids almost from scratch

    Hello! I'm here to share my new weekend project. Remake Asteroids with HTML canvas. https://asteroids-almost-from-scratch.herokuapp.com/ I documented the process, if you'd like to see, check it out on github https://github.com/ArmlessJohn404/asteroids-almost-from-scratch
  14. Tiny Thor

    I'd like to showcase my latest HTML5 game to you - Tiny Thor - a 2D Platformer with 8Bit Pixel graphics. Tiny Thor Play it here: http://www.intermediaware.com/games/tinythor/html5 Available for exclusive or non-exclusive licensing! Features Great retro look Throw the hammer to destroy enemies and surroundings Defeat throngs of enemies and end bosses Collect jewels and coins Solve tricky switch puzzles Purchase awesome special capabilities and upgrades in the store Ingenious chiptune soundtrack I hope you like it. If you find any issues, please let me know.
  15. Exit Isol8

    So, just released, my new game Exit Isol8. It's an iso puzzler with a retro theme. Player here Game design & code by me, art by 0Hayes
  16. Hello, I am trying to make a game with phaser 2.2.8. The should look like an old school gameboy game. So the canvas has the dimensions of 160x144 pixels. The problem is a strange behaviour at the left and the top side of the screen. I attached an example to clarify what i mean. On the left pic the pilot wares glasses. You can see the connection between the 2 lenses. On the right pic the sprite looks compressed by one pixel, the connection disappears. Does someone knows why this happens? Or better how to solve this issue? Thanks, Tom
  17. SWAT Kats - Running Kat

    I've recently released a non-commercial fan game called SWAT Kats - Running Kat which I've developed for swatkats.info using the Phaser game development framework. It's basically an endless runner using a subset of graphics and audio from the original game SWAT Kats - The Radical Squadron which has been released in 1995 for the Super-NES game console. It's not a remake but rather a reinterpretation having its own gameplay. The controls are kept as simple as possible such that I didn't need to implement too much platform-specific code. It has been tested on various desktops (PC and Mac), tablets and smart phones and is also compatible with the Madcatz Mojo game console. I hope that this game attracts some attention to swatkats.info and to the SWAT Kats cartoon show in general whose preproduction of the continuation has been funded on Kickstarter last year. Hope you folks enjoy playing it and feedback is very welcome. Link to the game: http://game.swatkats.info Link to swatkats.info: http://swatkats.info Link to the SWAT Kats Revolution Kickstarter campaign (funded August 22nd 2015): https://www.kickstarter.com/projects/1820796125/swat-kats-revolution There's also a fan trailer video available for the game at YouTube: https://www.youtube.com/watch?v=Us7j12WSPf8 And lastly some screenshots of the game:
  18. The Language of the Gods

    Hi, I submitted a game for Ludum Dare #36 (compo, aka 48h solo category). The theme gave me an idea I really liked but it was way too big for a game jam, so I decided to go for a proof on concept of sorts instead of a "complete" game. I'm thinking on continuing the development, so I'm really interested in feedback! You can view the LD entry and play the game at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=547 The game was implemented with JavaScript and Phaser.
  19. [PhaserJS] PIXOΣ

    Hello, everyone ! Here's a game I have been working on forever. I am so grateful for phaserJS and the progress it has been through so far ! Thankful for everyone who has helped me on the forums through this journey. Please I appreciate your feedback. I hope you guys will enjoy it. -> GAME HERE Facebook page -> HERE
  20. Pong Quest - Made With Phaser

    Pong Quest is an HTML5 game written using TypeScript and leveraging the Phaser game framework. The IDE used was Intel XDK and the game is now live in all major app stores! Google Play (Android): https://play.google.com/store/apps/details?id=com.mikeboht.pongquest Apple App Store (IOS): https://itunes.apple.com/gb/app/pong-quest/id1109884853?mt=8 Microsoft App Store (Windows): https://www.microsoft.com/en-us/store/apps/pong-quest/9nblggh4vtx9 Facebook Page: https://www.facebook.com/PongQuest Description: A classic pong quest where you journey through a series of unique levels, each with its own little twist. The levels are organized into areas, and each area has a special theme. Includes levels where the walls are closing in, or you use giant paddles, or beach ball sized ping pong balls! Plus boost levels that change paddle and ball sizes and speeds, or explode the ball into 4 balls! And many other unique twists on the classic game of Pong! This version of Pong will keep you guessing as to what unique twist will come next! You can also play 2 player mode against a friend, if you want to take a break from your pong quest! Or you can try out "Randomized" pong mode, where a game will be generated with a completely random set of twists worked into it! Available for both 1 player and 2 player. Enjoy, and please rate the app to show support; more support means more levels, more levels means more fun!
  21. Hi all, I am here to talk about RELIC (working title, release title TBD), a project I've been working on for a few months. The game is currently in development ; a portion is fully playable but the product requires additional testing, content and beautification. OVERVIEW RELIC is an action-adventure game in line with 2D Zelda (TLoZ, ALLTP, DX, OoA, OoS). Details of the scenario are still to be defined, there is a semi-opened outdoor exploration area, interior dungeons with a mix of puzzles and challenging fights, and the need to collect items in order to progress. SCREENSHOTS Visuals are temporary, captured from the latest game build KEY FEATURES - Retro style but smooth gameplay with modern accessibility - Dynamic action including real-time combats - 4 outdoor environments with distinctive themes - 5 dungeons with their share of puzzles, monsters and exclusive boss - 16 items to collect, each granting special abilities or aptitudes (8 active, 8 passive) - Explorable "onion skin" outdoor world that unlocks progressively - Diversified bestiary with 20+ types of enemies and behaviours - Rich interactions, including traditional switches, teleporters, obstacles, secrets, etc. INFOS - Estimated play-time : ~10h, +~5h completionist - Size of the playable area : ~150 game screens - Team : me, all by myself ! - Development time : ~6 months starting from scratch (~4 done, ~2 left) - Platforms : desktop (Windows, Linux, MacOS), web (HTML5) - Release : ~summer 2016 TBC on Steam and itch.io DEVELOPPMENT I work alone and I do all the programming, game design, level design, production, QA, and I also create additional resources and art assets when I cannot find/buy what I need. The game is fully playable in terms of "flow" (player progress, items, gameplay mechanics, types of interactions, etc.) but only ~20% of the content is really completed at the moment (level design, puzzle variety, monsters balancing, beautification). The "finished" portion works as a "vertical slice" I intend to use to start focus tests as soon as possible, in order to collect player feedback and drive the upcoming iterations before moving on with the rest of the game. The work left is mostly filling and dressing, but also integrating all the secondary content : scenario, tutorial, audio, etc. ; as well as some late features : options, customisable controls, graphical filters, etc. BIO A few words about myself, in case anyone cares - I worked for almost 12 years in the game industry as lead programmer and producer for AAA PC and console titles. I've now been creating my own games and learning about game design for about ~1 year, with a first small project released on Steam a few months ago. My activity is not profitable yet, but it's a good way to gain experience with the "business" and "publication"-sides. My goal is to capitalise on my developments and reach a larger market/public with time as I progress, while finding other like-minded creators to join me in bigger productions. PARASITE on Steam TECHNOLOGY For those interested in the technical side - The game is developed in TypeScript, offering a good balance of productivity and maintainability. The underlying engine is Phaser 2.4.4 and I used Tiled for all the level design. This is a simple yet robust and efficient and tool-chain. In parallel of Phaser, I have developed my own custom ECS framework (Entity-Component-System) to maximise the reusability of all logic elements and blocks of gameplay. I intend to build on this framework and expand it with future projects, such as a dungeon-crawler and a coop-shooter, which I expect to be shorter to complete starting from this base. My ECS allows a fully data-driven approach, where all the gameplay is specified in the entity definitions (.json) and the instance data from the level file. It is therefore possible to integrate content, create new feature combinations and balance existing elements without the need to "re-program" any gameplay. It takes longer to get results than coding the gameplay directly, but in the long run it is a lot more flexible and reusable. Still in the interest of factorisation, my entity definition files (prototypes or blueprints, depending on the terminology various frameworks use) support multiple inheritance. CONTRIBUTORS Graphical resources used so far are created by 3 artists. All assets are licensed for commercial use and/or are distributed under CC0/CC-BY(-SA) Henrique "7Soul" Lazarini Environments, enemies http://7soul.tumblr.com/ Michele "Buch" Bucelli Environnements, various entities https://www.patreon.com/buch/ Carl "Surt" Olsson Additional characters http://uninhabitant.com/
  22. Merc 0.4

    Please check out v0.4 of Merc - a slow moving, retro, 3d adventure game. (Think of it like a "lost" sequel to the 80s game "mercenary".) New in this release: - more/better game models - shader lighting - memory and frame-rate optimizations - bugfixes http://uzudil.github.com/merc Thanks! --u
  23. Hi, I'm looking for translators for my slow moving, retro, adventure game Merc. (Think of it like a "lost sequel" to the 80s game "mercenary".) Here is the game: http://uzudil.github.io/merc/ And if you speak another language and want to try translating some of it, please try this link: https://poeditor.com/join/project/oD3YmZFxAE Let me know if you run into trouble! Thanks, --u
  24. Super Dungeon Flash

    Here's a game that I have been working on for a while now that I feel is at the stage where it should be shown to the world. This game started off as a simple college project for a programming class last year using Flash, that turned into something quite interesting and fun to make. Knowing that Flash was on the way out, I've just spent the last few weeks causally porting the game over to Phaser, adding more functionality, levels, sounds and fixing some issues. The original Flash game can be found at http://www.waywardworlds.com/games/dungeon-flash/index.html The game concept and mechanics are very simple, yet I can't think of any other game like it. It seems unique. Wiggle and sprint your way through monster ridden scenarios, moving as fast as you can press the movement keys. Gather as much loot as you can on your way to the exit ladder, but be quick about it, as there is a time limit. Any spare time you have left at the end of each level gets added to your score, so don't mess about! Try Super Dungeon Flash and tell me what you think! http://www.waywardworlds.com/games/df2/index.html
  25. Hi All, I'm a web/graphic designer and an a hobbyist developer from India. It's been a couple of weeks since I started with BabylonJs. I was looking for different 3D frameworks for my pet project and stumbled upon babylonjs. Initially I was amazed by the demos/projects made using threejs, but I read somewhere that there is an exporter for Blender for Babylonjs and it caught my attention. Blender is my favourite 3d package, I have used Max and Maya a fair amount but Blender still stands out (I'm biased towards open source ). You can take a look at a video I made using Blender some three years ago not so much but something. Coming back to the project, it is in it's final stages. The idea is to have a collection of vintage items. Initially there will be 6 items(Coffee Maker, Television, Radio, BubbleGum Machine, Telephone, Typewriter) and models will be added on regular intervals. People can view the models and there will be a link to read more about them online and they can download a wallpaper of the item in different resolutions. I have all the functionalities working including a function where they will be able to apply instagram like filters to the scene/model and download that as a wallpaper. http://retrodemo.artntechasone.com/ This is the demo link, please do not share the link outside of the forum as it will be taken down once it is hosted in the main site. The main site will be retrocurator.com I'm kinda stuck now, you can find the close to final design of the site in the attached image. I need help from somebody who can populate a couple of ui elements in the sample source that I have attached. I tried to add it myself with no luck, right now the camera goes far outside the scene and shows weird stuff as soon as I add the GUI. Apparently threejs also has a Blender exporter. I think the Universe led me here. Lol. Cheers. production.zip