Search the Community

Showing results for tags 'rpg'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda.js
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 75 results

  1. 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.
  2. Hy guys, I need ideas for a rpg project..basically the players will be in 2d and some 3D environment well not totally 3D, check this website to see what I'm talking about : http://naruto.oasgames.com/en/play
  3. Hey there! Catacomb Chaos is an endless action arcade game where you try to survive against unrelenting waves of skeletons. You can loot gold and purchase potions for your next life. Let me know what you think! Play here: https://sambrosia.gitlab.io/catacomb-chaos/ I learned some neat stuff making this. Engine design, ECS, and steering behaviors are some of the cooler things I experimented with for the making of this game.
  4. First and foremost Guild Tycoon is a game where a player controls a set of characters, provides them with equipment, and sends them off to fight in dungeons awaiting their hopefully successful return with wonderful loot. Players over decades have seen this type of system in many different iterations from Diablo, to World of Warcraft, to, well…, Guild Tycoon! Personally, I adore games like Diablo and World of Warcraft where players can fight through battles and improve their characters to access forever expanding content within the game. However, I found that I grew somewhat wearisome of the required investment of active time to progress. My thought, and basis for the game, is that players can get similar levels of enjoyment out of an experience that automates some of the tasks that would otherwise need to be controlled directly. I wanted to build a game where players set actions for their characters, game administrators set actions for enemies in dungeons, and a server runs a fight based on a set of rules and returns the result. It's not much to look at yet, but it's taken quite a bit of work to get to this point! I have since scrapped that original GUI, which was built on DotVVM, for the not-as-popular-as-the-original version of Angular. The server is built using ASP.NET Core, and the information is stored in a Microsoft SQL database. Everything is hosted in Azure. DotVVM, Angular, and ASP.NET Core are all types of frameworks. I think it's best to conceptualize frameworks as toolboxes. They contain everything you need in order to build a specific type of software. As an electrician needs a different set of tools than a painter, developers need different frameworks specialized for certain purposes. This analogy breaks down a bit as you dive into the specifics since frameworks are usually designed to be fairly malleable. I started with DotVVM because it is a framework built on .NET. It’s specialty is building GUIs. It uses coding languages I was already familiar with, C#. Since I had never built a GUI before, using a familiar language was a comforting idea. However, I quickly found out that when I ran into issues, I couldn’t figure out how to resolve them. Most of the popular online outlets for help in the software world also had almost nothing on DotVVM. After hours and hours of frustration, I decided I should just bite the bullet and learn a completely new language and a completely new framework that was better supported, had a larger community and was vetted by larger entities that already use the framework for their products. This would be more work upfront, but down the road would eventually pay off. Before jumping over to Angular, I decided to give another framework a shot. I had heard some good things about Aurelia, and (unless I’m mistaken) it is headed by someone who left the team that created Angular. I was able to stand up the basic example quickly, but as soon as I wanted to add my own authentication system I ran into issues. I looked through the documentation and spent hours online troubleshooting my issue, but I couldn’t resolve it. This left me to consider two remaining options, React and Angular. I looked at both, but to be perfectly honest, I decided to try Angular because the “Getting Started” tutorial was pretty much my game. Fortunately, I did not have to go through as much struggle in order to decide on the right framework for the server. My dayjob already uses .NET MVC for our backend, so I knew I could stick with that. The difference is that I decided to upgrade to .NET Core, mainly because it is far simpler to implement a custom authentication system. SQL databases have been around for decades, and I didn’t necessarily want to spend more time learning yet another system for saving information unless there was a compelling need, so I stuck with the traditional approach. To communicate between .NET Core server and the SQL server I did decide to select Dapper, which is a tool that is gaining popularity over Entity Framework. The difference between Entity Framework and Dapper is that Entity Framework is designed to try to encompass all possible needs for interacting with a SQL server into a single package whereas Dapper takes the approach that each development team should build their interaction with SQL to exactly suit their needs. It's also completely open source: Front end , back end
  5. 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...
  6. Hello how are you, I'm developing a rpg game and I'm in the development of enemies, in short my problem I have an enemy (spider) that is dedicated to securing the player, but I can only ahcer follow the mouse, some solution ? My code is PRELOAD < game.load.image('ball', 'Multimedia/Imagenes/Personajes/spider.png'); > CREATE game.physics.startSystem(Phaser.Physics.ARCADE); balls = game.add.group(); balls.enableBody = true; for (var i = 0; i < 50; i++) { var ball = balls.create(game.world.randomX, game.world.randomY, 'ball'); } ------------ HERE IS THE PROBLEM --------------- UPDATE if (w.isDown || a.isDown || s.isDown || d.isDown) { // First is the callback // Second is the context in which the callback runs, in this case game.physics.arcade // Third is the parameter the callback expects - it is always sent the Group child as the first parameter balls.forEach(game.physics.arcade.moveToPointer, game.physics.arcade, true, 200); } else { balls.setAll('body.velocity.x'); balls.setAll('body.velocity.y'); }
  7. Hi, I'm working on my first game using Phaser. Super Endless Kingdom is a top-down arcade shooter/rpg with resource/city management elements. I still consider it to be in beta although it is fully playable and released on Kongregate here: http://www.kongregate.com/games/RubbleGames/super-endless-kingdom-mega-quest-extreme I'd really appreciate any comments, feedback or suggestions anyone has. Also if you can take the time to give the game a rating that would really help (I think part of the reason for the low rating so far is that Kongregate weights a games score down if a game doesn't receive enough real ratings, anyone with more experience could perhaps shed some light on this).
  8. Hi guys, I've been making a game project recently which I wanted to add some relatively basic lighting effects to. I really struggled with anything I found online and basically everything seems broken. After researching alpha masking and texture rendering at runtime I've come up with a demo which finally puts the entire piece together so people can use it. I really hope this makes a difference to peoples learning experience, their games and their appreciation for PixiJS. I welcome any mods to the pen as I'm not the best at writing super hot JS, I just want it to work. The demo includes moving a light cookie, changing its alpha, and overlaying a rectangle to emulate day/night - all which blend together nicely. The code can be found here: Thanks a lot guys, Some footage inside a working game demo can be seen here: And some more of my game concept can be seen here: This is the effect it has when used as lighting in my game, keeping in mind i have extra shadows on the tileset: Jammy.
  9. rpg

    Hey guys, I'm Hiro, from Mosha Games. I'm currently developing Mosha Online, an Online Social Multiplayer with some RPG that helps you interact with your friends through a virtual world. Right now you can register at Mosha and wait for the Open Beta to be released some time next month The game was made with an in-house engine. We like to call it, "Pollo Engine", entirely with HTML5. It's a very basic engine that can handle multiplayer with several online players. Right now, we are currently on a campaign on Indiegogo to accelerate our development, because game development can be cruel and costly... So, here is our campaign: https://igg.me/p/2041428/
  10. plugin

    UPDATE After posting this I decided to create a repository on Github and I made a new "official" thread in the forum to post updates on the progress, and for anyone to drop questions, ideas and stuff. Github: https://github.com/nkholski/phaser-grid-physics Forum: http://www.html5gamedevs.com/topic/28051-grid-physics-plugin/ ----------------------------------------------------------------------------------------- Hi all, I've been thinking of doing an old-school RPG for a while (haven't we all?), and decided to start with a plugin for grid-based "physics" for me to use. I reached a point where I got most of what I will need, and thought I could share a small demo. If there is interest I might improve the plugin and remove parts that are tied to my game so that others may use it (it would be really easy to make something like Sokoban with this). The demo is here: http://metroid.niklasberg.se/gridPhysics/ The hero is controlled with the arrow keys. Use the controls in dat-gui in the upper right corner of the browser to change properties. Things to do: Push objects (even multiple objects in chains). Walk or push things into one-way directional tiles. Explore the Hero properties. Code examples //Init 8x8 grid physics game.plugins.add(new GridPhysics(this.game)); game.physics.gridPhysics.gridSize = { x: 8, y: 8 }; //Enable grid collision on a tile map layer game.physics.gridPhysics.enable(layer); // Enable grid body on sprite: game.physics.gridPhysics.enable(sprite);
  11. Hello everyone, we are Alexandre and Julien and we just released The Weave of Heroes, a free RPG on HTML5. We would like to have your feedback. Weave is a humorous rock-paper-scissors inspired RPG with strategic combat and neat graphic novel style graphics dubbed. This pocket sized role playing game features complex counterattack mechanics nested within a purposefully bite sized mission structure tailor made for questing on the go. In this tongue-in-cheek adventure it’s up to players to rescue their sister from an army of goofy monsters while learning new skills and confronting a mysterious foe in the process. Play on web : http://iandcow.com/ Features : A simple but suprisingly deep combat system literally based on rock-paper-scissors A selection of techniques allowing for clever combinations and varied combat A colorful and cheerful graphic universe, inspired by cartoons An adventure full of humor and colorful characters A Legend competition mode requiring skill and risk-taking More than 50 varied and original achievements to unlock in the Android version We already have some awsome feedback : Super Game Droid http://www.supergamedroid.com/2017/01/31/rps-rpg-the-weave-of-heroes-ventures-onto-android/ With its silly storyline, wonderful art style, and engrossing combat system The Weave Of Heroes makes for a great mobile-centric RPG. Piotr Apostel Gamedev http://dyingsilence.blogspot.fr/2017/02/review-weave-of-heroes-rock-paper.html It's design is brilliant in it's tightness and variety! Let's play by NimbleThor See you soon on the wall of fame ! Alexandre and Julien
  12. Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  13. Latest version always here Play only with keyboard and mouse. Without a name or a proper design document i started to create an diablo clone in browser. I am working alone, i didn't use any framework but instead used scala.js which compiles to javascript. Its just a side project, working on this on weekends and nights (if i dont play something else haha ). Image assets are mostly from this guy http://opengameart.org/users/clint-bellanger Its probably not the typical html5 game Not 100% sure if i finish it (at least at some degree) but it will be for free anyway. I am planing to do a rich skill tree, no inventory, stats boost drops, skills acquired from boss enemies. The hero is a mage + necromancer. At this point its kind of playable but everything is in test state (one test enemy, one test npc, one test map ... ) let me know if you have performance problems ( if so, mention your OS and browser ) Also what do you think about the idea. Thx Viso.
  14. 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
  15. roguelike

    To The Capital - is roguelike game with battles as in old jRPG in a medieval setting with pretty graphics.. Features Combination of Rogue-like and jRPG! Generated world! Pretty graphics! Great soundtrack! Fights, upgrade and trade! Improved weapons and armor! Dungeons, monsters, golds and loot! You are a messenger with the southern border are sent to the capital to deliver a message to the king of traitors in the Council, eager to overthrow the current government. Found out about the sent messenger, the Council began to send out the announcement of the reward for Your head. Your objective is that would reach the capital in the North and to give the king a message about traitors. To The Capital is available on Steam http://store.steampowered.com/app/574580
  16. Heya! I've been a long-time lurker on these fine forums, and I hope to change that by becoming an active and valuable member here. There are a lot of great like-minded developers to communicate with and share in our common interest; game dev with HTML5 technologies. The entire team on this title is very humble and open. If you need a re-tweet or just want to chat, feel free to give get in touch! We love helping out other devs. Finally, for my first post, I want to share a Kickstarter funded project I have been working on with 4-other talented developers: Game Website: http://www.shadowsofadam.com/ Developer: Something Classic Games LLC. Developer Website: http://www.somethingclassic.net/ Developer Blog: http://blog.somethingclassic.net/ Press Kit: Press Kit Buy: Direct | Humble Store | Steam All pre-orders receive instant access to the beta. Shadows of Adam is the self-proclaimed modern day successor to the oft-heralded classic JRPGs of the ‘90s. A shining example of sensibility through contemporary design. Its incredible story is backed by world-class pixel art and nostalgia-inducing music that you’ll be humming for decades to come. Random encounters, mindless dungeons, and empty dialogue are all tossed aside, favoring instead, substance through simplicity: only the choicest cuts of story make the game; every battle provides a meaningful challenge; each map is its own expression of exploration and beauty.The story follows an outcast with a fearful power who ventures out into the unknown world to save her father and herself. Along the journey, dangerous foes present an ever-growing challenge, and players will have to level up, find equipment, and learn new skills to overcome them. Combat takes place in a traditional turn-based battle system, albeit an upended one. Notable mainstays like ability points have been redesigned from the ground up to support faster paced battles where using powerful skills is an every round affair, and the only way to succeed is through careful planning. Dungeon exploration takes a similar turn where intent and purpose help drive the player’s decisions. Whether riding hot air vents in a smoldering volcano, battling Cthulhu-like plant monsters in a murky swamp, or solving puzzles crafted by ancient practitioners of magic, every step and turn in Shadows of Adam promises to offer some novel experience, guaranteeing thrills and twists that will keep players guessing until the very end. More Screenshots: http://www.shadowsofadam.com/ 16-bit JRPG glory with a modern design 10-12 hours of gameplay (12-14 if you never figure out how to run) Delicious graphics (consume raw at your own risk) A deep, character-driven story with lots of humor Blazing fast battles that will set your pants on fire No random battles. Monsters are on screen, waiting for you to thrash them! Four playable heroes with unique skills Save anywhere! Inspired music you will find yourself humming twenty years from now Suplex dragons Revel with clean freak pirates Sneak past gambling addicted guards Learn novel new swear words Sample strawberry flavored potions Evade taxes at a booming black market Deface ancient graves Run from the cabbage lady Eat the mushroom sauce of a lunatic witch (with a fork) Stomp through an old man's house in the middle of the godforsaken night Why are you still reading this? Get the game! Developed by: Connect: Twitter: @SomethingClassc Facebook: Something Classic Games Kickstarter: Kickstarter Technical: IDE: Webstorm 10 Development Server: WAMP Version Control: GIT via GitHub Game Engine: ImpactJS Programming Language: JavaScript, PHP Level Editor: Weltmeister Code Debugging: TraceGL / Webstorm Bug Tracking: Trello Binary Distribution: Electron File Sharing: Dropbox / FTP / Google Drive Game Script / Design Document: Google Docs Team Communication: Slack / Email more Info:Tools of the Trade Choice Development Articles from our blog other developers may enjoy: The role of the Composer Budgeting the Art Costs of an RPG: Part 1 Budgeting the Art costs of an RPG: Part 2 Budgeting the Art Costs of an RPG: Part 3 Jump Inside My Head and Let's Map!
  17. Hi everyone, I wanted to share our latest release, Vikings vs Monsters with you. It's a turn based RPG where you control a squad of vikings defending their village against invading monsters. You can find more info and try it out here: http://spottheorangegames.com/html5-games/#VikingsVsMonsters The game is available for non exclusive licensing. Feedback is greatly appreciated. Thanks!
  18. Hi all! My name is Asher and I'm available to work on your pixel art projects. My forte is definitely in the low res area (under 32x32) but I can do higher if needed. I'm interested in paid work, and jobs of small or medium size Below is my portfolio and email address for job offers. Portfolio: http://agentash1.wix.com/pixelportfolio Contact Email: [email protected] I've also uploaded some of my larger works for you to view here: This title screen was done for an upcoming game called Noodlesoup.. Jk, of course it's called Pangeeum Here are a mere handful of sprites that will be featured in the game. This was a background that I did in January 2015 to test my skill level. This is a test gif of a an upcoming dogfight game. These are images of an upcoming platformer forest themed game. Here is a extended preview image of a game for Hovel Studios.
  19. To The Capital is roguelike game with battles as in old jRPG in a medieval setting with pretty graphics. Features Combination of Roguelike and jRPG! Generated world! Pretty graphics! Dungeons, monsters, golds and loot! You are the messanger from south gate. Conspirators wants to kill the King and they also sent assassins to you. You should get to the capital on north and tell king about traitors. We on Greenlight http://steamcommunity.com/sharedfiles/filedetails/?id=757429029 You can play alpha version on official site http://to-the-capital.su
  20. 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 !
  21. PLAY HERE I made my first game, it is a parody of old RPG games. Link is above. Its a mobile html game, tap on arrows to move and buttons to interact. Works vertically or horizontally. I'm on Instagram: https://www.instagram.com/juliovegaart/ And facebook: facebook.com/juliovegaart
  22. Hi, everyone I found Babylon js very interesting among many engines 3D. My proposal is: What if someone will create a CharacterController like in unity3d or similar engines. It could boost number of people to use this engine. Personally i thought on how it could be done, and i have already a simple logic (obviously when it comes to coding, becomes more difficult). I probably may do a scetch of class in the future in my free time (if i will have it).
  23. Hi evevryone, to describe want i want to archive i have found this example: http://www.babylonjs-playground.com/#10VR41#11 I want to create something very similar, but: 1) I would like to know if there is a way to do it without animation 2) Cast Ray at picked (with length from source to picked destination) point to check collision Once i hove found a good example, but cant it find anymore, there was an android robot that were launching rays at mouse picked position 3) How could i perform this actions even if for example: left mouse button is pressed (i would like to perform this action even on continuous press)
  24. We are North America's fastest growing educational software company and need solid game developers. Our product is an MMORPG focused on teaching math to children from grades 1 to 8. The bulk of our adoption has been in North America but we will be going global very shortly. We are in need of an accomplished Intermediate Game Developer to join and possibly soon lead our quickly growing team. We are really looking for someone with solid OOP development skills and real dev mastery...not reliance on Unity for example. Here is the link to our position: http://prodigycanada.applytojob.com/apply/Z0mTCD/Video-Game-Developer. We will NOT consider remote developers. We WILL look at solid candidates that are within Canada, the US, or who have legal work status. Please apply directly via the link provided!
  25. Hi, I created a course Babylon in French on OpenClassRooms is an online editor just as Eyrolles (for those who know) and I created this course to show how to create a game from start to finish using engine functionalities. This game, I wish also to share Babylon also because I think it can be a good source of inspiration for those who want to create RPG games. I use a lot of trees, shadows, and other collisions and result: 60 FPS. This game shows that on an island on which the character must light a fire to be saved from the island. Here the functionality used in this small game: Optimisation: Octree for collision, selection and dynamicContent WorkerCollision activated for optimized the collision LOD + instances for the forest sceneOptimizer to keep proper FPS Subdivide ground Scene: Ground + elevation + multi-material Water with reflexion and refraction Texture procedural for the fire Particle for the smoke Sprites for the clouds Lens flare for the sun Shadows Collisions and gravity Sun, skybox and lens flare Mucic for the scene (for all browser: ogg and mp3) Sound for the fire (for all browser ogg and mp3) Post-process FXAA ImportMesh to load the objects in the scene Language system with cookie (FR and EN) Extention CastorGUI Interaction: Picking for pick Key and match box Actions with condition for start fire and doors Show/hide DebugLayer with CTRL + F12 Animation player (walk, run, pick) mode RPG with ZQSD (French) or WASD (Englich) : Z or W + MAJ for run Name Game: SURVIVAL Link of game: http://www.babylon.actifgames.com/Survival/index.php Screenshot: