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Found 693 results

  1. Hello! I am very excited to present you my recent game. I am sure you've already played this type of game, but I just wanted to build it myself. Basically, you have to pick two cards. If they are identical, both of them are removed from the board. The goal is to clear the board as quick as possible. Please, give it a try and leave a feedback! Play it here . Check out the source code . Have fun!
  2. Do you want to help create real-time multiplayer games, played by millions? And do you want to do this in a small but fast growing company, where you have direct influence on almost every facet of the game company? And do you want to earn a good salary? Hidden Monster Games is in search for a lead/senior HTML5 developer that wants to aid Hidden Monster Games in creating accessible, but competitive online multiplayer games. Work at Hidden Monster Games Hidden Monster Games currently works on expanding its game ‘Curve Fever’. Curve Fever is played by half a million players a month. The game is currently built in Unity WebGL and therefor the game loads slow and the performance is poor. We want to port the game from Unity to HTML5. We are in search for a lead/senior JavaScript developer that: - Is an expert in Pixi.js - Is an expert in React.js - Can setup a working environment for developers and designers with the following technology stack, or can propose improvements to our stack: o Pixi.js o React.js o ES6 o Node.js o Babel o NPM o Cordova - Can get our team up to speed to start using the new technology stack - Can create high performing HTML5 games for a wide variety of laptops and mobile devices - Knows how to make the game look stunning, with cool effects and animations Requirements - 3+ years professional experience on JavaScript work - You have a deep understanding of Pixi and React - You are well known with tools that make development of games with Pixi and React easier for programmers and designers/artists - You have at least a BSc degree in a technical field - You are willing to relocate, the job is onsite only in Amsterdam - You are willing to go to conferences to expand your knowledge - You have experience working with scrum - You are able to give valuable feedback on design, process and people - You are able to receive valuable feedback on design, process and people - You are able to wear multiple hats, and help out wherever necessary - The job is a full time job We offer - A small team (8 people) that is talented and ambitious - The possibility to shape a team and company - An open and flexible team culture - Direct impact on the game, we let the whole company have input on the game design - An attractive office in the city center of Amsterdam - Help with relocation - A competitive salary Salary Very competitive, depends on experience. An indication: €60k - €150k You can apply by sending an application and CV to iwant@curvefever.com . If you have a github or other repository that we can look into, that would be great.
  3. Indusgeeks creates game-based applications for learning and communications, based in Mumbai, India. We are currently looking for a full time (preferably Mumbai based) HTML5 Game Developer with about 3 to 6 years of prior work experience. We are a multi-award winning company in the game-based & interactive learning universe. We create applications for the mobile & web: that make learning & training more fun, immersive and interactive. Our global clients include Infosys Limited, Pearson Education, Stanford University, Cognizant Technologies, Mahindra Satyam, The Brand Union and the Government of Dubai. Your role will entail: Working in coordination and collaboration with the creative team and other programmers. Design highly scalable HTML5 game applications for use that can be accessed on browsers across multiple devices - mobile phones, tablets and desktops. Requirements for the role include: 3+ years of HTML5 game development experience (with a focus on mobile browsers). Very good knowledge of HTML5, CSS, Javascript and using WebGL and Canvas. Completed at least 4 projects which involved HTML5 coding. Up to date on HTML5 trends and best practices. Experience with optimizing design for various bandwidth and platform requirements. Strong analytical and troubleshooting skills. Excellent debugging and optimization skills. The ideal candidate will have: Prior experience working with eLearning solutions Prior experience working with Phaser, Node.js, Pixi.js Deep knowledge of mobile browsers (Webkit) Experience working with popular LMS systems. The Perks: Indusgeeks has been around for a while now, but we still retain the atmosphere of a scrappy start-up. Here, you can expect: a flat hierarchy, lots of LAN gaming (TF2 is our favorite game), free home cooked lunches, pizza and beer.
  4. I usually just reply to people asking questions, but I thought I'd show some open-source tools that you could potentially use in your games: https://github.com/ldd/tech-tree-js (source) minimally display a tech tree (I did this a long time ago, and I don't really know if anybody would want me to continue working on it, but basically it lets you display a tech tree and store it fantasy map generator (source) another thing I've just started working on, which uses the code made by Martin O'Leary and attempts to quickly show the user fantasy maps. you can colour them too! yay! Anyways, those are somewhat interesting ideas that I had for games that I never really ended up using anyways... since they are MIT-licensed, I thought maybe somebody would be interested in using them and giving me feedback.
  5. My latest game. Built with phaser from a tutorial. I then built on the tutorial by adding access to the localstorage api. Here is the link Positive criticism is much appreciated as well as tips for improvements Thanks Pheaset
  6. I've been working on a new type of word game called 'Redact' which involves removing letters from a sentence to reveal a hidden word. Find the game here: http://www.redact.online I went for a minimalist design with this as I felt it complemented the simplicity of the gameplay. Its designed to be played on a desktop/laptop computer, but working on mobile support! Instructions can be found by clicking the question mark in the top left. Let me know what you think!
  7. hey guys I'm currently after completing a tutorial at http://zenva.com . I have been working on my knowledge with phaser. anyways, after finishing the tutorial i decided to polish the game. I am new to the localstorage api and was looking for some help. here is my code for the highscore. it currenly doesnt work with localstorage and im not sure why. Any help is much appreciated init: function(score) { var score = score || 0; localStorage.setItem("score", this.highestScore); this.highestScore = this.highestScore = localStorage.getItem("score"); this.highestScore = Math.max(score, this.highestScore); if(this.highestScore === null) { localStorage.setItem("score", "0") this.highestScore = localStorage.getItem("score"); } }, Here is the full file. Just incase its needed var SpaceHipster = SpaceHipster || {}; //title screen SpaceHipster.MainMenu = function(){}; SpaceHipster.MainMenu.prototype = { init: function(score) { var score = score || 0; localStorage.setItem("score", this.highestScore); this.highestScore = this.highestScore = localStorage.getItem("score"); this.highestScore = Math.max(score, this.highestScore); if(this.highestScore === null) { localStorage.setItem("score", "0") this.highestScore = localStorage.getItem("score"); } }, create: function() { //show the space tile, repeated this.background = this.game.add.tileSprite(0, 0, this.game.width, this.game.height, 'space'); //give it speed in x this.background.autoScroll(0, 10); //start game text var text = "Tap to begin"; var style = { font: "30px Arial", fill: "#fff", align: "center" }; var t = this.game.add.text(this.game.width/2, this.game.height/2, text, style); t.anchor.set(0.5); //highest score text = "Highest score: "+this.highestScore; style = { font: "15px Arial", fill: "#fff", align: "center" }; var h = this.game.add.text(this.game.width/2, this.game.height/2 + 50, text, style); h.anchor.set(0.5); }, update: function() { if(this.game.input.activePointer.justPressed()) { this.game.state.start('Game'); } } };
  8. Hello boys and girls! Is it possible to access local files, images in particular, upload them, and use in the game as a sprite? For example, player clicks a button, opens up a file dialog, chooses an images and uploads it. Later that image is going to used a background or something like that.
  9. pheaset

    Brick-Bricker

    Hey I am currently polishing off my Breakout or Brick-Breaker game (whichever you prefer to call it). I am trying to add music to the game when the start button is pressed and then sound effects every time a brick is destroyed. Unfortunately Phaser keeps saying Key "Sample" is not found in cache. I have tried using Phasers examples and basing the music off that but to no avail. I am new to programming with Phaser and would really appreciate the help. When the game is finished i will post a link. Thanks in Advance Pheaset here is my code var game = new Phaser.Game(480, 320, Phaser.AUTO, null, { preload: preload, create: create, update: update }); var firework;; var music = Phaser.Sound; var lives = 1; var livesText; var lifeLostText; var ball; var paddle; var bricks; var newBrick; var brickInfo; var scoreText; var score = 0; var playing = false; var startButton; function preload() { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.stage.backgroundColor = '#eee'; game.load.image('ball', 'ball.png'); game.load.image('paddle','paddle.png'); game.load.image('brick', 'img/brick.png') game.load.spritesheet('ball', 'img/wobble.png', 20, 20); game.load.spritesheet('button','button.png', 120, 40); game.load.audio('Good-Riddance', 'Good-Riddance.mp3'); } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); startButton = game.add.button(game.world.width*0.5, game.world.height*0.5, 'button', startGame, this, 1, 0, 2); startButton.anchor.set(0.5); music = game.add.audio('Good-Riddance') this.music = this.add.audio("Good-Riddance") this.game.sound.setDecodedCallback(["Good-Riddance"]); if(playing === true) { music.play() }else{ music.mute = false; }
  10. I'm having problems transferring sprite from another sprite to stage and then back to another sprite. The scenario is I have two rotating sprites (wheels) and another sprite (player). Initially, the player is added to wheelA as a child. Upon pressing fire, the player is removed from wheelA and its velocity is changed so that it moves away from wheelA. (Player is removed from wheelA so that it ignores wheelA's rotation). The player is also added to the game via game.add.existing(player); (Since it doesn't render after removing from wheelA). On update, I check if player overlaps with wheelB. On overlap, I disable the physics of the player and add it as child of wheelB. The result is player is not rendered on the scene although it is a child of wheelB.
  11. Hey guys, I am fairly new to the Phaser.io game engine and so far I like it. I am making a game and have ran into some issues maybe you guys can help me or even show me some examples. Right now my goal is to make a screen box. So when an object interacts with another object a question box pops up and it has a question with buttons that represent possible answers. I am stuck on the making a box pop up with it happens. Any help is appreciated, -Fellow Dev
  12. Hello people! I ran into when issue when I was developing my new game. It is a game where arrows show up on the screen and you have to swipe in the direction that the top arrow is pointing to. You have to swipe when the arrow is within a certain area on the screen (check the screenshot), represented by a faded arrow in the circle. That arrow in the circle rotates to the direction that the closes moving arrow is pointing to. I use tween for the rotation animation. Here is the problem. When the arrow in the circle is pointed to the left (angle = -180) and the incoming arrow point down (angle = 90), the arrow in the circle is animated clockwise, meaning it goes through top, right and then finally down, not straight down as I want. I have set up an if statement to switch arrow's in the circle angle to 180, but it does not work. Changing it to 179 works as expected. Why can't I change it to 180 in the first place?
  13. Hello, I have a big js code. I am interesting to create flowchart of my code. Can you should me a software, free or not, to write js code. i am testing : http://www.flowgorithm.org
  14. Hi everyone! I am currently working on a game where a player has to avoid walls that spawn on the top of the screen. I have a sprite that is a three-line road. Player can step on only one line at a time. I want the background sprite (the road) to auto scroll from top to bottom. At the same time I want it to spread across the entire screen width. To I basically want a single sprite to have the width of the screen and tile vertically. Is it possible to achieve such a thing in Phaser?
  15. Hi everyone... I'm making a simple HTML5/JS program I plan to integrate into an existing game I have that is supposed to load an explosion sprite from a sprite sheet I created (375px by 25px, each individual sprite is 25px by 25px, 15 sprites total) onto the HTML canvas. It is not yet animated, as I haven't been able to make it actually show up (this is my problem) I'll leave the code below, if you see what's causing the problem, please leave a reply with a suggestion on how to fix (that would be really helpful as I have been making zero progress in the past hour). Thanks in advance! If it helps, I have been using code from this tutorial here: http://www.williammalone.com/articles/create-html5-canvas-javascript-sprite-animation/ <html> <body> <canvas id="exploder"></canvas> <script> var canvas = document.getElementById("exploder"); canvas.width = 25; canvas.height = 25; var explosionImage = new Image(); explosionImage.src = "ExplosionFinal.png"; var explosion = sprite({ context: canvas.getContext("2d"), width: 25, height: 25, image: explosionImage }); function sprite(options) { var that = {}; that.context = options.context; that.width = options.width; that.height = options.height; that.image = options.image; that.render = function() { // Draw the animation that.context.drawImage( that.image, 0, 0, that.width, that.height, 0, 0, that.width, that.height); }; return that; } explosion.render(); </script> </body> </html> And when I run this in Chrome nothing is showing up in the canvas element. As far as I can tell it isn't an error with sourcing the file as when I hover over this statement here: explosionImage.src = "ExplosionFinal.png"; my text editor shows a preview of the file, with the sprite sheet showing.
  16. Hi all! Lucky Kat is an award winning mobile-first game studio based in the Netherlands. We have a mission to deliver fun game experiences with a pop-culture twist. We are the creators of mobile hits such as Nom Cat, Sky Chasers, Combo Critters and Grumpy Cat's Worst Game Ever. Our games have been featured worldwide by Apple and Google. Be at the heart of Lucky Kat’s development process creating fun and engaging (mobile) game experiences to users all around the world. We use our own proprietary game engine “Bento” which is based on HTML5 /JavaScript. As a Game Developer you will be dedicated to build games from beginning (prototyping) to the end (launch), while working together with artists and product managers. You create high quality and high performance code, and have a passion for game design. Delivering an outstanding user experience is your top priority. For more info, please go to: http://www.lucky-kat.com/gamedeveloper or send your CV and portfolio to jobs[at]lucky-kat.com
  17. Dear readers, I want to ask a question about Phaser, if my enemy gets killed I want to start a blood animations (spritesheet) , I tried to put it in my collisionHandler where my bullet and enemy die but this doesn't work. On phaser itself I found emitters but i'm not great with that, so if someone could help me understand the logic that would be great Thanks, Yupoong
  18. Hi, i wonder if the babylon have some function that creates a GIF for download. If this not exist, Is it possible to do with JS ?
  19. Hello all I am making an shooting game in phaser I want to control the gun using the arrow keys i,e [upArrow,DownArrow and enter] upArrow : is to increase the angle downArrow : is to decrease the angle Enter : To hit the target I do no this thing how to do any help guys Thanks
  20. Hello guys I'm working on a javascript game, some times I need to call a function 2, 3 or X seconds after an action, the question is. What is better in performance, create multiple setTimeout() or use the main loop to evaluate a function queue? thanks
  21. My first HTML5 Game, Snaked.io (So exciting! ) Every since playing the famous revolutionary agar.io game, I was inspired to create my own "io" game, so here it is! I took the classic version of Snake, and made it multiplayer Snaked.io (Server may take a while to connect, and a bit laggy due to it being free from Heroku) Basically, what I want to know is (preferably 1-10 scale): Do you like the concept? How easy was it to understand how to play? What would you add/change? Any bugs? (For now, may experience lag) What do you think of the name of the game? Anything else that comes into mind, please add! Gameplay Objective of the game is to eat the gray squares causing you to extend your length, while avoiding crashing into yourself, or others. Become the longest of them all! Controls W or ^ - Up S or v - Down A or < - Left D or > - Right Enter - Chat Hope you enjoy this as much as I did making it! SCREENSHOTS Screenshot (1) Screenshot (2)
  22. "Bushed Bricks" it's simple and fun game on JavaScript. The rules of the game are simple. You need to combine blocks of the same color. When a block reaches x4 (default by desktop), you can move it to the line similar color. You'll get game points for that. To win, you need on hold 400 steps or earn 5000 points. To controls use navigation keys (← ↑↓→) for desktop or swipe for tablet/mobile Play it here: https://shtange.github.io/bushed-bricks/ Source code: https://github.com/shtange/bushed-bricks On desktop it looks like this: On mobile devices: I'll be glad to hear your opinion about my game.
  23. Hello readers and helpers, I am working quite a lot on my game but I struggle with some things like: 1) I spawn my enemies in 5rows from the top to the bottom and they also walk down already. My problem is that they spawn with 5 and go down with 5 at the same time, I want that the enemies spawn at a different time (random time) The code that I used to spawn 5enemies in a row at the top and let them walk down. for (var i =0 ;i < 800 / 40 ;i++) { var sprite= game.add.sprite(20 + (i * 170), 32,"enemysheet"); sprite.scale.setTo(3); enemies.add(sprite); var walk = sprite.animations.add('walk'); sprite.animations.play('walk', 20, true); sprite.body.velocity.y = 100; } 2) My second problem is that when 5 enemies are killed that I want to go to a new level where more enemies will come. But how do i do this? (With new states with all my code and changes for the more enemies ?) ---> This doesn't look clean I think ----------------------------------------------------------------------------------------------------------------------------------------- Thank you for helping in advance guys, I appreciate it.
  24. Hi all... I'm programming a simple JS canvas game and I have a couple questions about two bugs I have noticed. I'll attach the game's code so you can play it and see visually what I am talking about. The first bug, which you will definitely notice when you start moving around (use arrow keys), is that the player (green square) seems sort of fuzzy/compressed on the side that is on the direction they are travelling. This one I have absolutely no idea as to what is causing it, but it doesn't seem to happen on the enemies. If anyone has any ideas about what's causing that or how to fix it that I would love to know. The second one happens when you shoot (use WASD keys) while moving. The rocket (blue square - my graphics are stunning) seems to make a curved triangle sort of shape (sort of hard to describe), like it is accounting for the movement of the player and when it exits the canvas it seems to be fully corrected as far as I can tell. I want it to instead shoot straight while my player continues onward in the direction they are going. If anyone can tell me what is causing these bugs and/or how to fix it that would be great! Thanks. The files: run.html game.js
  25. Hi everyone! I'm a first time poster on this forum after having just come across it after a google search - just what I was looking for. I have a finance background but have been learning how to program (JavaScript) the past few months. I have an idea for a simple game that I really want to build. However, instead of learning Swift, I was thinking of building a native iOS app using something like PhoneGap or CoCoon. I don't even know if that's actually possible since I don't know what exactly they are but from what I've gathered, these programs will let you build a game in JavaScript and compile it into a native iOS app - which would be pretty cool! Can someone guide me to some resources on where I can get introduced to the world of making games using JavaScript for iOS (where I think the market for games really is)? Thank you - looking forward to contributing to this community!