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Posts posted by Asisvenia

  1. artwork01.png.89bd75f290a8313ab4155881123108ea.png


    Hello everyone,

    I’ve recently released an adventure-action (also a bit romance) platformer game. It has 20 levels and including 4 bosses. Graphics are based on a pixel art style. There are also some RPG game mechanics such as: upgradable skills-weapons, collectable items and discoverable others’ stories, treasures etc..

    Game is currently available on Google Play store and on Web so that you can play in one of these platforms. If you’re interested in, I can sell a non-exclusive license for your portal.

    Please, send me an e-mail: onurcan_nisanci@hotmail.com

    Here is the game trailer:

    You can play on Web:

    Google Play store:


    ♥ 20 levels and including 4 bosses.
    ♥ Pixel art style with rich environment.
    ♥ Collect as much as coin you can, and spend your hard-earned coins to upgrade your skills and weapons.
    ♥ Avoid deadly traps and obstacles.
    ♥ Use your "Dash" ability to break bones!
    ♥ Search through dark dungeons, castles and ivy based areas to find out treasures.
    ♥ Discover others' hidden stories..
    ♥ A love based story with adventure elements.
    ♥ Side scrolling platform with gloomy and dark atmospheres.
    ♥ Hack and slash metroidvania style with pixel art technique.

    *** As a note, touchpad controller will be hidden on the Web version.







  2. Hello,

    This is my first HTML5 game. I've made that game with JavaScript and HTML5 2d canvases. It is an action game, you have to eliminate all enemies and mining rigs. You can collect video cards and gain money then you can buy ammo, health and lives.

    There are 8 levels and 3 different weapons. I hope you enjoy.

    You can freely without permission publish this game on your site. Game files are available on my Github account:


    Any criticism and suggestion will be very welcome. Thank you.






  3. 19 hours ago, mattstyles said:

    If you're learning, then, yep, do it yourself.

    However, on the flip side (not you) I find it incredibly arrogant when I hear the advice 'a custom solution will always be best'.

    (open-source) Modules are often created by excellent developers, usually supplemented by other excellent contributors, tested by loads of other developers using it, subject to years of active development and improvements and solve specific problems with a laser focus. The only advantage a custom solution has is that modules/frameworks usually have to be flexible and generic enough to fulfil a number of use-cases, which compromises their design. 'Besting' all the advantages they bring, however, is no small task, even if your team has greater 'skill' than all those developers working on the off-the-shelf solution, it's potentially years worth of work and incremental improvements which aren't easy (or can be impossible) to replicate.

    Thank you very much for your suggestion.

  4. 1 hour ago, jinzo7 said:

    Okay. Maybe for small project, that should run in Your browser and maintiance is not needed, practice js on it.

    But when  you deal with bigger project and  have to solve real problems like maintability, reusability,cross-platform, design at whole,.., you need really good practice and experience. If you are not new kind of genius you have to trust on the patterns. 

    For me, Im in the level that I can create everything in some ways.  I can do good design based on other similar solutions. A lot of people stuck on that level of skill.Long time I asked myself how to do it right. I read a lot and reached that point - it is easy to  coding and it is hard to create  good, clear, design(application). And to create good, big application you need experience on many projects,frameworks, patterns,libraries. When just understand some principle in good code, you absorb that part in abstract way and can solve similar problems with it. 

    I want to say this is it but it is too complex. Dont waste too much time on that skill(js syntax or similar easy steps).Be more constructive.
    Good luck. Im curios about the end result.

    I understand you, as a newbie programmer I can tell you making platform/shooter games with pure JS is not easy. I'm not saying it is impossible because I don't want to discourage anyone. In my opinion, anyone can try and succeed it but you have to learn and implement concepts such as: physics, collision, shooting, sprite animations, loading etc.. that's why I spent so much time. I don't even know that game is good enough to attract players but at least I learnt many new things in this journey so I'm happy with that. You guys will decide whether this game good or not :)

    Thank you for sharing your opinions with me again.

  5. 16 minutes ago, jinzo7 said:


    My suggestion if you arent guru use frameworks. And gurus using frameworks also.


    Now on plane javascript u have to care about many factors: canvas,webgl,resolutions, engine design, game design, resouces, .., a lot of other problems which are solved by ways smarter and experienced people than you. 


    Also by using frameworks you are learning different patrerns and ways to solve certain problems.


    In your case PIXI/Phaser can do more, based on performance and ease of development.

    Im not a guru but I have some experience. Fix me if im wrong.

    I agree with you. For a person just like me, Phaser or other frameworks would suit better. But also coding with pure JS, may improve our JS knowledge much better because we'll face many problems and get a chance to design our project structure as we want. Thank you for your answer.

  6. 2 hours ago, KungFuFlames said:

    Not 100% sure but my ideology is "If you can create something on your own, DO IT". 

    It depends on your game and your programming skills. If you want to make something small try to code it with pure JS. 

    But if want to make something bigger, research for the suitable framework/engine for your needs.

    In your case Phaser is perfect for platformers since there are couple pretty well written and documented Physics(ARCADE, P2, NINJA). So yeah, go and try it.

    I actually already started with pure JS and I completed %80 of my game. Currently I've around 7000 lines of codes and after I finished my game, I'll show in this site. It is not that big game but it has mechanics such as: physics, collision, shooting, animation, sounds, interaction etc.. I didn't prefer any framework because the reason is: this'll be my first HTML5 game and I also wanted to practise JS that's why I'm coding with pure JS.

    Next time I'll learn Phaser. Thanks for your answer.

  7. Hello everyone,

    I'm just wondering about that question. If we don't use any frameworks such as: Phaser, impactJS, Panda2 etc.. and code our game with just 2d canvases and JavaScript then are we going to face any performance issues ? Of course using one of those game engines make a lot of sense but as I said I'm just curious about that because I'm coding my first platform/shooter game with only JS and canvases that's why I don't know performance difference between them.


  8. On 3/1/2018 at 1:53 AM, mattstyles said:

    There's no great magic to it, an FSM is just a collection of nodes (states) and a collection of edges that determine mutation when the state changes.

    Many libraries implement an FSM by including a load of 'lifecycle' methods to the states, which can help determine the edges i.e the transitions. Traditionally transitions are synchronous i.e. changing a game state variable from 'menu' to 'play'.

    You mention loading, which is inherently asynchronous, so I suspect your problem is to due to treating a synchronous edge as an asynchronous mutation (which is totally possible, but often not worth it).

    In your case I think you need that defined load state, which handles the asynchronicity, i.e. you enter the load state with a variable somewhere that states the 'next' level, based on this 'next' level variable you load all assets required for this level and then transition to your play state.

    You shouldn't need setInterval or setTimeout, simply enter the load state, start loading stuff, listen for events when all loads have completed (and/or handle failures) then enter the play state.


    Thanks for your advice. Next time I'll try to load those levels without using setInterval and setTimeout functions but this time I already implemented them :/

  9. On 2/23/2018 at 11:02 AM, Cronos72 said:

    I think there are many ways to do it. I haven't tried phaser 3 yet, but generally phaser is pretty un-opinionated. Which means you can choose the paradigm that fits you best.
    I like having a play state and a level object. The level objects acts as a controller for the play state. For example the game i am working on has a state called "play"  in which the instance of the level class determines how many units and where they get spawned. It also checks for the victory condition and if meet if it should create a new instance of a higher level.


    Thank you very much for your comment for me. I've used setIntervals and clearIntervals with if/else statements when they detect next state then they change the level as I expected. I don't know it is the best way but currently it works fine.

  10. Hello everyone,

    I'm new to programming and HTML5 game development. In these days I'm trying to make a platformer shooter game, but before starting that project I tried to learn many concepts such as collision detection, shooting, sprite animation etc.. and I've coded many of them with pure Javascript and HTML5 canvas. But I just don't know how to load next level when player reaches the destination.

    If you wonder, why I don't use Phaser or any other game frameworks, I just wanted to make my first game with pure JS and HTML5 canvases after that project I'll start to learn Phaser :)

    I found "Finite State Machine" logic to load the next levels but it made me confused because there aren't plain tutorials out there.. For example that article seems useful but I didn't figure out.


    So, which way is best for the loading next levels ?



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