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Found 72 results

  1. Hi All, Half a year ago I started doing game development during my lunch breaks! It's a side-scrolling shooter using Crafty.js It's still work in progress, and the code (and demo) can be found here: https://github.com/matthijsgroen/game-play I also did a presentation about it at work, which can be found here: (at the 10 minute mark the demo begins, which shows the development proces in-game!) At the moment I'm still in the process of creating graphics, and deciding which resolution it will become, and pick between Canvas or WebGL.
  2. Ranger Steve is a web (phaser) based realtime 2d shooter that let's you have instant lan parties with your friends. Ranger Steve: Buffalo Invasion YouTube Teaser Trailer Fast paced, intense shooter, explosions This is a realtime, "shoot em up", explosive multiplayer game that makes playing with your friends as simple as sharing a link. Made with: Phaser.io, ReactJS, NodeJS, Socket.io, and Redux.
  3. Hey All, We are a little late posting to this forum and I hope this is an appropriate section to place our post in. We have a Shoot-em-up Game Jam (of sorts) running all the way through 2015, in monthly installments, called.. #ShmupJam. So the basic idea is anyone with the skills to make a shmup, or a first time game in this genre, can participate in the monthly jam. Each month the era moves forwards in time. **updated 7th May 2015** We’ve added compilation images for waves 1-4! Wave 05 is ACTIVE! - http://jams.gamejolt.io/shmupjam05/ Wave 04 Games – http://jams.gamejolt.io/shmupjam04/games Wave 03 Games – http://jams.gamejolt.io/shmupjam03/games Wave 02 Games – http://jams.gamejolt.io/shmupjam02/games Wave 01 Games – http://jams.gamejolt.io/Shmuproom01/games The rules are fairly open.. it's not really a competition, just for fun. The theory was that starting with some of the earliest games would ease us (in terms of technical demands) into the Jam, and each month we would have more and more of a framework and some experience to work with. Create something retro looking, modernize a classic.. perhaps simplicity could be the key to getting in a quick submission. You don't have to submit a full game, prototypes, visualizations or simple tech demo's are perfectly acceptable. Each jam runs for a whole month, and if you miss the deadline you could still get away submitting it to the next one. You might also check out our Shmup community over on deviant art the Shmuproom, which has all kinds of inspiration on it too. So.. if you are interested, please feel free to join in. You can leave comments on this thread (let us know which framework you using) or if you can get your games onto GameJolt even better. Thanks all, -kb
  4. I would like to show you my topdown 2d multiplayer shooter. It currently uses a pretty basic placeholder map, I just suck at graphics So consider this a WIP TechDemo. I used Phaser as the engine, Primus for the socket layer, Node as a server. Behind the scenes this does entity interpolation and prediction to give a smooth ride and good experience and to keep things exciting a visibility polygon will give you the ability to hide behind cover so your enemy can't see you. But they can hear you due to positional audio if you fire your gun. Controls: Mouselook - It will ask for a lock on your mouse, accept it and you can control the direction of your character like you would in a FPS shooter. It might be twitchy, I like minimal mouse movement, sorry. WASD/Arrows - move and strafe Left mouse - shoot to kill TAB - show score (weird numbered name means someone connected, but still in character selection or name entry) Click below to play: http://stark-caverns-8384.herokuapp.com/ Enjoy
  5. phaser

    Hi everyone Finished working on game made with Phaser for #gbjam5 , here's link https://quiphop.itch.io/codeine-massacre So, all U need to do is find codeine and survive trip with shotgun. For new info please read description under the game on itch.io. Thanks for reading this! <3
  6. TOP SHOOTOUT: THE SALOON Become the best shooter in Wild West ever! Evil bandits kidnapped hostages and are keeping them in The Saloon. Only you can save them! Reload your gun and shoot up all bandits with their bosses! LINK: http://gemioli.com/thesaloon/html5/gemioli/ Caution: It’s a WebGL-based game, please ensure that you have latest browser version. Game features: Amazing Wild West atmosphereCrazy charactersCasual gameplay and controlsColorful 3D graphics and quality soundPlease contact me at contact@gemioli.com to license the game or any other offer.
  7. I think I'm done with this minimal 2D maze shooter, with one enemy, two weapons (shotgun and laser), six levels, and infinitely destructible terrain. the game: cave2d.com/game2 level editor: cave2d.com/game2/edit On touch screens, the buttons are on the bottom left corner: switch weapons, and fire. Everywhere else is treated like a big trackball. Tested on iOS Safari and Android Chrome. On desktop, Z switches weapons and X fires. Arrow keys move, and you can hold "shift" for an extra speed boost. Mostly tested on Chrome, some Safari and Firefox. No idea about IE though. I wrote this because I wanted to complete a basic, full-screen multi-level arcade game, for mobile (and desktop), using WebGL, Web Audio, and my physics engine (with continuous collision detection!) and editor code. Gameplay-wise I didn't want to do anything fancy because I thought this would be a starter project, one of many. It's a lot like http://plexode.com/fracas/, the first JS game I ever wrote, yeeeears ago. Not including the physics engine, the editor code, or a lot of other fundamentals, this took exactly 100 days.
  8. I'd like to showcase my latest HTML5 game to you - the world's first wreck'em'up game Helicopter Mega Splash Play it here: http://www.intermediaware.com/games/helisplash/html5 Available for exclusive or non-exclusive licensing! Features Swing the wrecking ball Fight and destroy hordes of enemies Collect power-up items and use super weapons New level awaits you each day Feel the adrenaline-pumping, rocked out soundtrack Can't wait to hear your feedback!
  9. Hello everybody! I want to share with you the game I made this year for the #js13k jam, it's an stressing shoot 'em up where your objective is to survive much as possible. It's my first time using fragment shaders in a game and I must to say that is not easy to start with, but at the end the results are amazing! So if you want to play it you can find it in: http://js13kgames.com/entries/evil-glitch Also as a requirement for the gamejam all code is opensource (https://github.com/agar3s/devil-glitches), there you can find links with the references I used for the game and people that helped me with feedback and support. Thanks!
  10. Hey, check out my new game "slay.one" http://slay.one/ Its a multiplayer top-down shooter with pixel art graphics. Its free and requires no registration so you can play straight away. Its still in developement, but perfectly playable. It plays a bit like classic shooters like UT or Q3, with the difference of beeing top-down instead of 1st person of course. You run around in an arena, pick up ammo and health kits and shoot enemy players. Currently there are 3 game modes: Deathmatch, Team Deathmatch and CTF and a bunch of maps for each mode. There are also abilities and attributes which you can pick to customize your character. Id love to get some feedback and of course i can answer any questions.
  11. phaser

    First game i made with phaser (using typescript). A top down shooter where you have to survive increasingly difficult waves. You get random upgrades after every wave. Use the WASD or the cursor keys to move. Use the left mouse button to shoot (or press space to toggle auto fire, if your fingers get tired). You can play it here: http://www.kongregate.com/games/PixelHunter/neonizer Here are some screenshots:
  12. Update - the game is now available on Google Play as a native app: https://play.google.com/store/apps/details?id=com.afgt.naval The link http://www.askforgametask.com/mobile/games/naval/ Description Naval Battle is an HTML5 arcade game in which your mission is to destroy a fleet of enemy cargo ships before they deliver ammunition and provisions to the enemy troops. You are the commander of the VIC Victory, a fast light tank used by the Mobile Costal Artillery in defending a country against sea attacks. Your tank is armed with a limitless supply of anti-ship shells, but be aware that only one shell can be in view at a time! You have only 70 seconds to sink all enemy ships. They are not armed, but they are protected by the gun fire from a fortified enemy battery on the other side of the bay. And they are moving with different speeds. So you need to aim very carefully! The game ends if you fail to complete the mission within the 70-second time limit or if your tank is destroyed by enemy gun fire. Controls Use the left and right keys to move. Use the up or space key to fire. Screenshots
  13. I'm working on a sequel to my first game with Captain Rogers as a main character. It was called Asteroid Belt of Sirius and was created in the prehistoric times of May 2013. It's high time to do some proper battle as Rogers finally learned how to shoot! I did the coding and Blackmoondev did the graphics, again. Play the demo: http://rogers2.enclavegames.com/demo/ There's a short blog post about it too if you're interested. The full version will have more everything: worlds (backgrounds), weapons, bonuses, enemies and bosses. I'd love to have feedback from you, thanks!
  14. Hi all, I have been working on a zombie game and is nearly ready to launch. The game will be about surviving zombies and leveling up. On each level up the player gets more powerful and can unlock new levels, zombies, weapons. There will be new zombies on every 5 levels and there will be new maps on every 10 levels. It will be fun so stay tuned! Level Select Added the weapon selection menu and minimap. This is one of the stress tests I did and I am using it as a screenshot for everyone to see. Let me know if you like it!
  15. Hello all, I recently completed a programming bootcamp on HTML5, CSS and JavaScript, and for my final project I decided to build a game with another student. It was an 8 week course, and the last 2 weeks were dedicated only to the final project. Keep in mind that neither of us had any previous coding experience Of course there is a lot of work still to be done, but please take a look and let me know what you think! (Not optimized for mobile) Here's a link to the project on GitHub: https://github.com/paucortes/shift-battle And here's the link to the live server: https://shift-battle.herokuapp.com/
  16. Hi all, I want to share my first HTML5 game with you - http://timaleon.com. It is an easy to play, online multiplayer space shooter where you destroy everything you see, upgrade your spaceship and cooperate with other players. Here is a youtube link: https://www.youtube.com/watch?v=gpYJTP5izp8 There are currently game servers in Germany and USA, next thing I want to do is automatic location detection. I would like to get some feedback from you on what can be added or changed in the game. Many thanks!
  17. arcade

    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
  18. I made a simple multiplayer top-down shooter. Please try to play and give me a feedback. https://bykanov.ru/multiwar Description. Play against other players. Shoot and kill. Let blown body of your enemies sprinkle this battlefield. Control. Use the arrows on your keyboard to move and the mouse for aiming. Click or hold left mouse button to shoot. How it works. There is phaser.js on the client side. Nodejs, nginx - on the server side. I picked socket.io as a connection mechanism.
  19. shooter

    Hi all, I worked on creating a top-down shooter game. Let me know if you like it. Here is link to play the whole game: https://www.anothergames.com/games/html5/TheObjective/index/
  20. Demon’s Cave – a game in which you need to fly to a cave and dodge the rocks, collecting coins! Virgil – a brave demon hunter, his plane and enthusiastic attempts to catch the legendary demon planet Sirius 9. This is my second game in gamedev world, and first one for HTML5. Hope you will like it, and give me feedback) Demon's Cave Game
  21. I created a realtime multiplayer top-down shooter, with zombies. Inspiration is basically agar.io, but it's similar to CounterStrike2D, and now moving to be more like Killing Floor. So it started as PvP game, but with Zombies it can be PvE. URL: http://r00ted.ch/MasternodeClient/game1/game.html The hardest part was to implement proper client-server synchronization, and the collision detection on the server. Creating the UI in Phaser was easy and simple, i had a lot of fun! I started in November 2015 as a side project, some hours here and there in the evenings. Currently most of the expected functionality is working. But all the game balancing has not been performed yet, but its possible to play and have some fun :-). Feedback is very welcome. But it will probably crash a lot ;-) Features: - Shoot bullets - Shoot grenades (AoE) - Create an unwalkable barrier at a specific location - Buffs: Movement speed, attack speed, invisibility - Powerups: ATM just health - Zombies: ATM just follow-closest-player logic - In-game chat (toggle with "T") How to play: - WASD/keypad for movement - Left mouse button for shooting - Key 1: Barrier - Key 2: Grenade - Key 3: Movement Speed buff - Key 4: Attack speed buff - Key 5: invisibility Technology: - Phaser on client - NodeJS as server - Websockets for communication - I ported Phaser arcade to NodeJS to have sane collision and collision detection - Pathfinding with easystar.js Story: A land far away was rich with powerful mages. But their king decided to put them all into a prison. After several years of being imprisoned and tortured, suddenly a revolution happened, and the mages fled the prison. Gone mad because of the inhuman treatment in the dark cellars, the mages all went on a killing spree in the city, shooting at everything they encounter. Strangely most of confrontation are with beings which are already dead, but still moving, and search for living flesh. Is there a connection between these events? (Who cares, the only thing which matters is to be #1 on the server!) Screenshot:
  22. Hello, everyone. This is my first post on the HTML 5 Game Devs forum. I'm currently working on a top-down shooter using Phaser, and this forum has been very helpful on this project. However, there is one problem to which I can't seem to find the solution. In my game there are vessels, and the vessels have engines. The engines determine vertical and horizontal acceleration and maximum speed. Everything is working wonderfully, but I'd like to create sprites that aren't just facing straight up or down. In other words, I'd like to replace vertical and horizontal movement with forward and lateral movement. Here's what my moveUp function looks like right now: this.body.velocity.y += verticalAcceleration; And then I ensure we haven't exceeded the maximum vertical speed: if (this.body.velocity.y > maxVerticalSpeed) { this.body.velocity.y = maxVerticalSpeed; } Now I know there are many examples showing how to manipulate the sprite's velocity based on its angle by doing something like this: this.body.velocity.x = Math.cos(this.rotation) * maxSpeed; this.body.velocity.y = Math.sin(this.rotation) * maxSpeed; But none of the articles or posts I've seen deal with separate forward and lateral maximum velocities. I've tried approaching this problem from many angles (pun intended), but I can't seem to wrap my head around it. The sprites need to be able to move forward and backward without exceeding the forward speed limit and negative forward speed limit respectively, and they need to strafe left and right without exceeding the lateral speed limit. They also need to be able to move forward/backward and laterally at the same time. I've spent far too long searching for examples, rewriting my code, etc., and now I'm ready to ask for help. TL;DR: How can I accelerate a sprite forward, backward, left, or right while using different forward and lateral maximum speeds? EDIT: I probably should have mentioned that I'm using Phaser to create this game.
  23. My first project in PlayCanvas. I am creating a version of Counter-Strike 1.6 Web Browser. Not much, in fact almost anything yet because I have difficulty in exporting models / textures / etc for PlayCanvas. My other difficulty is the lack of knowledge on the subject. But it is practicing what you learn. Page: https://playcanvas.com/project/365354/overview/webcs
  24. Hi, Im trying to make a space shooter game. I saw on google play FA Galaxy Shooter and tried to imitate controls but I just cant think of a way to do that correctly. Its movement is similar to drag, but without actually needing to press the sprite. Lets say I want to move my ship (player sprite) to the left, in that game its done by moving your finger from right to left anywhere on the screen, there is no need of touching a sprite like in a drag event. Now the biggest problem for me is that, lets say you want to move it from right to left and then suddenly make a circle movement with the sprite, you would go again from right to left and then just do a circle shape with a finger without lifting it and by so, doing another touch event. Maybe I missed an example for doing that but I cant find anything on that type of movement.
  25. Hey everyone. I somehow managed to finish a somewhat proper game "Shoot the bastards!", thanks to this community's help. Edit: Now playable on firefox as well. Here's how it looks on mobile: Here's the link to play it: http://raiprographics.com/crazydev/shootEm/ Mild NSFW warning. Controls: Directional keys to move and space to shoot, and onscreen controls on mobile. So these are my queries: The performance on mobile still isn't satisfactory. How to improve performance? I will provide you with link to the main game state file if you need that to answer it. Can this game make any money? If so, how? How to properly package it for distribution? I know I need to minify and obfuscate the code but don't know how. Is the package created by Intel XDK fine or should I manually install SDKs and package it using them? Can I use the name "Shoot the bastards!" on play store, or do I need a more family friendly one? Should I also remove profanity from the game (the aliens call you a pu$$y once in a while)? Any feedback is appreciated, and thanks again for helping me make this far.