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Found 9 results

  1. Hi all, I would like to introduce Stupax: A different sidescroller game, where you are not the guy, you are the level! In fact you control a movable platform using the arrow keys or your gamepad (Gamepad API) to help the guy (namely Stupax) to get through the levels. You can play the game here: http://mbarde.bplaced.de/stupax/ Controls: Arrow keys / Gamepad 'R' for level restart 'ESC' pause game and open menu Create and test your own levels here: http://mbarde.bplaced.de/stupax/editor.html You can find further information on my website and view the source code including contributions for the music, sounds and textures on GitHub.
  2. tht

    Dynamic Tilemap size change

    Hi there! I'm trying to create an indefinite 1-way sidescroller game with a randomly generated World. For this conveniently to work I have prefactored blueprint-Tilemaps with the Tiled-Editor, which I want to glue together whenever the player moves into an unloaded area. I've already achieved to create a big level before it starts by appending layers (layers[0].data-array) together, but this is performance-heavy and does not work well on slow devices. In this context I've decided start with a small pregenerated map, which gets changed while the player is running through the level from left to right. I want to unload chunks of the map when the players leaves them and stick a new blueprint in front before the player reaches the right side, so you think the level is Indefinite. Phase 1: Create a tilemap from a few blueprints stitched together (works) Phase 2: Start the level: the player runs on the map from left right until the level end is near. (works) Phase 3: Randomly pick a prefactored blueprint and stick it on the right side of the map and update the size of it (does not work for me dynamically) Phase 4: Unload/remove left part of the map, which the player has left (have not tried yet) So my question for you: How can I update a tilemap after changing its size so it gets rendered/loaded correctly? Especially changing the world size/borders, as I cannot find a Phaser example for this use case. What I have tried so far: A ) Using the same method from Phase 1: I'm combining Tilemap.layers[0].data from the different blueprints and update layers[0].width and layers[0].height) B ) Adding Layers to the Tilemap.layers Array and offsetting layers[1].x by layers[0].width. A and B do not render the updated tilemap, sadly, even when using .resizeWorld() after the change. Thank you for reading this far and maybe leaving a helpful reply. =)
  3. norton120

    2.5D beat em up - where to start?

    I've played with Phaser for a little bit and I like the framework, I would really like to make a beat em up style sidescroller with a short z axis, a la Double Dragon, Streets of Rage etc. where the players can move up and down along a semi 3d plane. Question is, can this even be done with Phaser? Can anyone recommend a tutorial, or a Github project where I can check out the source code? I have been googling for hours and I don't know if I am missing the right keywords, or if there is just zero information on the web about this. Any direction would be a huge help.
  4. Froton X

    Rayburst Official Release!

    RayBurst is an action-packed, high-speed side-scroller game. Pick from 4 unique playable characters, each with their own strenghts, in order to combat hordes of dragons on various missions. Let me know what you think! Html5 demo: http://www.rayburst.net/game/index.html Google Play: https://play.google.com/store/apps/details?id=com.fulgryph.rayburstGP Amazon Underground: http://www.amazon.com/dp/B01G5U97Z2/ref=cm_sw_r_tw_dp_akmtxb0CJ9ME5 2nd Trailer: I submitted to Tizen as well, but it hasn't finished validation yet.
  5. Demens Deum

    Demon's Cave

    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
  6. jamezwhite33

    body.blocked.left/right always false

    HI all, I am new to Phaser and am so far having fun After finishing the "creating your first game" tutorial I started extending the project, but i am having trouble with 'body.blocked' functionality - both left and right are always false, even though my character is walking into the wall repeatedly. Here I am registering collision between the player and my wall tiles: game.physics.arcade.collide(player, walls);Immediately after this, I do a simple check to see if i cannot move left or right anymore: if (player.body.blocked.left || player.body.blocked.right) However, both the left and right booleans are always false, and my character continues to walk into the wall. Does anyone have any suggestions how I might be able to fix this? Thanks, Jamie
  7. November 2nd Update: I posted an extended demo of Geography of Robots here: http://darinacosta.itch.io/geographyofrobots Made w/ <3 & Phaser. Still very much a work in progress. Constructive feedback and general thoughts totally welcome.
  8. I'm making a basic sidescroller/platformer but am having an issue where every second tile in the blocked/collision layer is not showing properly. Sorry if this is a total noob question! I have a level I've made in Tiled with the following: itemLayer (object layer)blockedLayer (tile layer)backgroundLayer (tile layer) All the tiles within the scope on the very first screen (i.e. before the player has moved) show properly but as soon as the player moves to the right, the next tile on the blocked layer takes a moment to load (note this is not happening with the background layer or object layer) and then every second tile doesn't seem to show (pic here). The collision with the blocked layer generally works, except it's slightly off, so the player will fall off the end of a platform prematurely (see here). When the player goes backwards, although each tile takes a second to load (see circled here), the blocked layer does show properly, with no gaps. Then as soon as the player goes forwards/right, it does it again. I am using the latest version of Phaser and get the same issue on both Chrome and Firefox. I switched to an older version of Phaser (2.1.2) which gave me a different error, i.e that the initial blocked layer tile graphics that are loaded stay on the screen and don't change at all while the player moves right, although again, the item and background layer and collision still works fine. Anyone have any ideas? Thanks for your help!
  9. My first game with the phaser framework. It's a browser game where you control a bird & a little guy to help them escape. You can switch between the bird and Finn and need to catch the feathers to stay alive. This is just the first version of the game and we are probably going to expand the game with more powerups and enemy's in the near future... Here is the link to the game if you want to try it out http://www.siebevd.be/Finn Let me know what you think about it.