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Found 9 results

  1. [LD39]Oppressiv Light

    Hi! I gathered a small team to participate in this summer's Ludum Dare. We managed to build a functional game with Phaser so here's the link: Oppressiv Light Pitch: You're a robot lost in an abandoned spaceship, most of the lights have faded out and there's an alien that lurks in the dark. You can frighten him with your embedded lamp, but beware to not run out of power! (you can charge your lamp by reaching the lit areas) Find the switch that will get the lights back in the whole level and proceed to the next . If you want to give us a feedback about the game, the best place would be on its Ludum Dare's submission page (but you need an account to do so), or just write here or on the itch.io page, I'll read it anyway. You can also view the source code on it's GitHub repository, but it's pretty messy...
  2. [WIP][Phaser] MotorSpeedway

    Direct link to game: http://darkwalllke.com/Games/MotorSpeedway/ (free to play) I've been working on MotorSpeedway for the last couple of days. It's a 2D top-down racing game. You can race on different tracks and win money to upgrade your car. If you're interested in getting development updates, please check me out on twitter https://twitter.com/Darkwall_LKE or facebook https://www.facebook.com/profile.php?id=100010690715593. I'll post as I add more tracks and features. Art is from Kenney http://kenney.nl/assets/racing-pack It's controlled using the arrow keys, so it'll only work on a computer, not mobile. Please let me know if you have any issues. Feedback is much appreciated! Thanks, Darkwall
  3. Zombiez

    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!
  4. [Phaser] Shift Battle

    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/
  5. The objective

    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/
  6. 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.
  7. 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.
  8. I just bought the Box2d Premium Plugin and am happy with it. I definitely has some good examples including Top Down Car, which will make my life easier to getting my project going. I was wondering if anyone had a more advanced Top Down Car model that accounts for the wheels turning and making things more realistic? I found a great example already using Box2d online at... http://www.emanueleferonato.com/2009/04/06/two-ways-to-make-box2d-cars/ ...but it does not use Phaser, just Box2d and something for web (?flash?). Can someone help me to make sense of the non-Phaser Box2d code and how to "convert it" or provide some example of how to make a top down car game with Phaser and Box2d that is more advanced than the one that comes with the Premium examples. I think it has to do with making the car body, 4 wheels, joint, and Killing the Orthogonal velocity (applies a "friction" in a direction orthogonal to the body's axis)
  9. Top-down 2D racing game mechanics

    Hey Guys, My goal is to create a top-down 2d racing game (if the title didn't give it away). I've done a bit of Googling for examples of this mechanic, but haven't found any (yet). On the other hand I've found a lot of "spaceship" mechanics and have been tinkering with it, but couldn't get where I wanted. My intention is to have a minimalist racing mechanic, acceleration/velocity, braking and drag. Oh, and steering. That's the problem, actually. I have used both "velocity/accelerationFromRotation" and modifying the acceleration with Math.cos/sin on rotation. I feel like the issue may be related to reducing the velocity/acceleration while steering (turning left/right), but that didn't work quite well, also. Finally, I'm not asking for dumb copy/paste code per se (but as this may be very basic, I would not dismiss it), instead I would like to know more about the theory, and then try to code it myself. p.s.: If everything goes well I'll write a tutorial and share it.