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Found 14 results

  1. Hello everyone, BlockTanks is a simple and explosive multiplayer tank game. Join other players in a fast-paced and destructive team deathmatch. Collect weapons and defeat the enemy team using strategy, cooperation, or good old-fashioned brute force. Play the game at blocktanks.net Features: Lobby with multiple maps and matches. Power ups like rockets, bombs, and flashbangs. An account system so you can track your stats and level up. Unlockable items such as stickers and decals. Made with Phaser and NodeJS, and hosted on AWS Lightsail.
  2. Hey I've been working for quite a long time on this multiplayer HTML5 game about top-down tanks. Some people say it's .io type, I politely disagree since it's way more complex than an .io game, however I use the term as well for marketing. The game can host up to 40 CCU per room and features 2 types of vehicles for 2 types of gameplay: tanks and trucks. Tanks are good for combat, they blow stuff up and collect the salvage while trucks are great for avoiding combat. The latter can also pickup other resources found around the map. The main feature of the game is the AI. While you fight against real players there are also 3 spots (more to come) where you can encounter AI. On the top left corner guarding a lot of resources are indestructable turrets, in the middle of the map there's the indestructable train wrecking everybody in it's path and on the top right corner there's the tank boss which drops a lot of loot. People can't solo either of these (solo as in either survive to get the resources or destroy the AI) so they must team up, however these teams start to split once they're closer and closer to the loot and backstabs start happening. This is the link: https://www.jefawk.com/?page_id=1419 although I could use votes here if you feel kind enough http://iogames.space/salvage-guns it's wider on my website though and has less ads (believe me ) My twitter is @JeFawkGames Server costs ~ 100euro a month, so sorry for banner ads. This is the normal PvP fight The ending of a boss fight: Train collision, obviously the player died If you're still around, thanks for reading and if you check the game, that's just awesome. I'm always opened to any sort of feedback and criticism, be that constructive or not. Thanks!
  3. Hi, please check our new game Cyber tank. Ready to sell non-exclusive http://cybertank.paulp.ws/
  4. Some time ago, we launched what turned out to be a really popular browser game: TANX. It's an online tank battle game and it's designed to be all about instant mayhem and fun. But we always felt as though it wasn't pushing WebGL hard enough. So we've spent the last few months revamping it. Here's the result: It's now using the PBR (physically based rendering) support in PlayCanvas. The level, tanks and power ups have all been rebuilt from scratch. So, it's the same great gameplay but with fancy new graphics. Read more about it here. And if you want to play, head to: https://tanx.io Please send us your feedback and suggestions. Want to help us out? We'd really appreciate a retweet: https://twitter.com/playcanvas/status/798871630323843072 See you on the battlefield.
  5. First of all here is my project, controls are WASD and mouse. http://playground.babylonjs.com/#11OMIX#26 I was wondering what is causing some kind of friction between the ground and a tank, try to press A or D for 5 seconds, it will not turn smoothly, I noticed that the glitch occurs when the tank is on X or Z axis (probably also on Y axis too but I didn't try). You can see that wheels are rotating propertly, there are no forces pushing the hull, just wheels are jointed to it. Any ideas?
  6. 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
  7. Hey folks! I'm new to the HTML5 Game Devs community, and am in the process of learning BabylonJS. I'm looking for advice on how I should simulate vehicular physics for tanks in an open source game project I've began with some old friends. "Nanoshooter" open source tank game on GitHub Issue specifically about the tank physics We're hoping to create a physical simulation for tank movement that is as simple and optimal as possible, because we want to be able to simulate as many tanks as we can get away with. We're not looking for realism or high accuracy — we're more interested in producing a zippy and capable feel to the tank movement, where the player can easily roll over obstacles instead of becoming stuck on them, making the player feel in control rather than frustrated at a finicky tank that gets stuck on rocks and things. I was hoping that somebody from this community might be able to point us in the right direction with some tips, pointers, and ideas about how we could accomplish physics based tank movement for our game. Overall, with this game project, we're hoping to build a fun tank game, but also contribute to this community and the BabylonJS ecosystem by creating an open source framework for building online multiplayer realtime action games on BabylonJS. Glad to have joined this community, Thanks! - Chase, and the Nanoshooter team.
  8. For any 2d Pixel Art artists out there, I am looking for help with getting some better artwork than what I was able create on my own. If you are looking to expand your portfolio, and are interested in helping me out I would love a more talented individual than me see what they can create. The game is a multiplayer tank battle game set in an apocalyptic world. You can see my posting for review here: The game is a top down action game, and I am currently looking for a tileset for my maps, better tank and weapon artwork, better effect artwork, and lastly page/icon and general display work for the opening page, loading pages, etc. The tileset and tank/weapon designs are probably the most important to me right now, and I feel like cleaner ones would help me "sell" the game to new players a lot better. This has been a year+ worth of work, and is definitely something I would like to see get played by folks, but I feel like it is not quite what I want visually. With some talented assistance, I feel like it could be a great looking game.I would like to try get enough polish on the game to feel like it would be able to be finished with art design by Sep 2016, if possible. Take a look at my showcase post, or just use the link direct to the game (http://game-128ghardpoint.rhcloud.com/signin.html) . It does require a google account for authentication.. The design plans for the near future are to add a faction based competitive system to entice people to play and earn faction specific rewards on a cycle of 3 months, and I want to look into single player missions and/or bots to allow folks to play when other folks are not online, which is a problem right now. But those are my last big coding items I want to knock out. So, I want to have the art all finished around the same time. If you are interested, contact me and I will send you additional sprite sheets, and describe what I am looking for in more detail. I am attaching some current gifs of the tank/weapons in action just to so can see what the overall design is.
  9. Check out BlockTanks, a simple yet addicting MMO Tank Game made with nodeJS and Websockets. In BlockTanks, you move a tank and shoot players on the opposite team, getting as many kills as you can. No need to create an account, just type in a name and play! The game's features include: Real time player combat A maze-like map that two teams of tanks can navigate through Four types of power-ups Chat features Tank Skins I made a post about this game a few weeks back, and I have been working on the game since. Here are the new features: By popular request, I've made an invincibility power-up that lasts for ten seconds. The map changes every day to keep the game interesting. I have added more tank skins, along with a list of all the current working tank skins. Server bugs have been fixed to reduce server crashes. A respawn timer has been added and the kill count at the top has been redesigned. Play the game at: blocktanks-kevdude749.rhcloud.com Hope you like it! Also, if anyone has any tips/experience with promoting and marketing a game, I would be glad to know UPDATE: BlockTanks now has a bot feature which allows for single player gaming when no one else is online (which occurs often ). If you log on and there is no one else online, a bot will spawn on the other team and fight against you until someone else joins. Please give it a try and let me know what you think of the new AI!
  10. Hello everyone, Tank is a puzzle game that my friend Ahmad and I have created in Phaser. The basic concept of the game is that you are a concrete tank in an arena which is surrounded by moving targets which you must shoot to lower the gates that block the portal. When you shoot a target it will stop moving and shoot back at you. This will make the arena much more difficult to navigate and force you to dodge the projectiles that are coming from the targets in order to get to the portal and progress to the next level. The game has 15 levels and a back end Rails API for keeping track of global statistics which I am then displaying on the website in a table using React. Have a play and let me know your thoughts! http://tankgame.co.nz/ Richard
  11. The best example I've found of what I'm trying to achieve is this - http://schteppe.github.io/p2.js/demos/topDownVehicle.html However, instead of a car I have a tank, so the movement should be more... tankish, without this front-wheels-turning effect. But this is not a problem. The problem is that my tank's movement looks more like a boat on a water movement. I press UP for acceleration and when I press LEFT or RIGHT it still moves in the same direction for a while, like drifting. And if I release UP button and press LEFT or RIGHT again it drifts as well, without taking into account, that he has turned 90 degrees already. Looks awful in terms of a tank behaviour. In other words, I want my tank to stay "on track" while turning, without such huge drift (or asteroid in space) effect. I suppose this is something I should do in update section. Here is what I have there for now: if (cursors.left.isDown) {tank.body.angularVelocity = -0.75;} else if (cursors.right.isDown) {tank.body.angularVelocity = 0.75;} else {tank.body.setZeroRotation();} if (cursors.up.isDown) {tank.body.thrust(120);} else if (cursors.down.isDown) {tank.body.reverse(70);} else {tank.body.damping = 0.8;}cursors = game.input.keyboard.createCursorKeys(); And a few more, not related to main topic, questions: What kind of P2 library Phaser is using? Is it the same as in the example I've provided in the beginning? Is it technically possible in Phaser to calculate collision angle between shell and an object, e.g. another tank? Thank you.
  12. Hey guys, when I found phaser I was surprised how easy it is to create flashless browser games these days. So what I came up with is this: http://tankeroni.bspeak.net/. It's all about fast-paced multiplayer tank battles. These are the current features: Basic map editor and save/load functionality4 kind of weaponsPick-upable ammo, health or whatever may come in the futureServer-side physics for a smooth gameplayChat2 Camera modesServerlist with pingChoose the location of your server (only Germany and US/NYC at the moment)FFA/CTF modes and more to comeFriendlist to invite players to private or public games Since there are no ingame instructions yet: WASD for movementCursor and click to shootSPACE for boost1,2,3,4 or mouse wheel to switch weaponsSPACE to cancel wall creation in editor modeTAB for quick ingame menuENTER to chat while in game Technologies used: phaser client-sideC++ and crow/websocketpp with Box2D for the physics server-sideredis for inter-server communication and map saving Note: You will be logged in on an anonymous account automatically, so don't save maps personally (yet)Don't bank on your maps being saved foreverYouTube or any other video websites are performance killers (at least on my end)Something else I can't rememberSince my art skills are rather limited, I'm looking for someone to create/provide textures/particle effetcs/sounds or whatever comes to your mind. That would be great Does this have potential? Which problems did you encounter?
  13. Hey guys. First time making a game here. My friend and I spent about a month working on this and pretty pleased with the result. This was my first attempt, so I didn't add touch controls or anything, so it's not playable on mobile. You'll need to play with a keyboard. It's called Tank Hero - an endless survival game where you simply have to shoot as many guys before you die. Play it here
  14. Hi everyone, I've been lurking around here for sometime now. Finally i've got a game to showcase to everyone here. Still work in progress though. I present to everyone, Blue Weapon - Link below. https://googledrive.com/host/0Bx7Ociw4jEolTVJyWmhuQUlqaUk/index.html I came from impactJS. So of course I bought a copy of the impact engine I bought impactjs almost about 1 year ago and I've been working on my game ever since. This is a shootem'up game that has the following features: 10 levels 3 different enemies with different abilities 2 ways to shoot them down. Either shoot your normal weapon or shoot plasma to stun them. Left mouse button or right mouse button. The game is still in beta stage so I left with a few things to be done. Music and sound effects. Splash screen and In-game power up modules. I hope you guys can provide me as much feedback as you can. Let me know if you don't like something in the game.