Search the Community

Showing results for tags '2D'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Platform
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 272 results

  1. Hi everyone, I have a picture that I draw pixel by pixel on the canvas. Size of the image: 512 * 256. When I make this picture 1536 * 768, the image looks very bad. I think I can use interpolation to fix this. But I couldn't find a good javascript library. It didn't work in the libraries I found. Is there anyone who can help me with this?
  2. Hi, My name is Nikky. I'm a 31 year old 2D graphic designer (vector) with years of experience, available full time for freelance work. I also had experience on making my own games for 2 years. I can do characters, items, animations, backgrounds, re-skinning, UI design, game cover, icons, logos, and any other kind of 2D art assets. My rate at the moment is $14 per hour, I can also work with a fixed price (with an asset list and a request art style). Well, I usually make deal on a fixed price after estimating the cost to the clients. Or maybe if you have some kind of budget for the art work, we can start negotiate from that. You can see some of my 2D art works for all kinds of games in https://imageshack.com/a/NSMz/1 I work fast, understand deadline, work on weekends and holidays, understand time zone deference, I don't sleep to much anyway, prefer Paypal for safe payments, not interested in profit sharing, or free works. I'm full-time freelance so my focus is on this. I can do most Graphic Art style (vector base). I usually do a test run of one or two of the clients request assets (usually clients also has a request type of style) to make sure the style, design, coolness, cuteness, etc fits them, no need to pay if the test run result doesn't fit you. But if it does, then lets do more actions! Feel free for asking me the estimate of the cost, it maybe cheaper then you think it is. You can email me at oryzano@gmail.com For Cost reference : Character Design : $7 - $28 (depend on details) +add $7 - $14 per animation (4 - 10 frames) (depend on details) Item $5 - $14 (depend on details) Background $14 - $56 (depend on details) Buttons $2 - $7 (depend on details) Etc. For a more accurate cost, give me a list, and I will calculate for a fix cost. If we have a deal, I will make some samples from the list to make sure you like the art style, if you approved then we move forward. etc. You can email me at oryzano@gmail.com for more details. Here are some of my works :
  3. Hello,I'm Fabian Parente, an itinerant illustrator.I offer solutions in character design, background design, Concept Art and illustration.I would love to work with you on your project. Please take a look at my portfolio for examples of my work:https://fobosart.weebly.com/If you have any queries, feel free to contact me at: parente.fg@gmail.comThank you!Yours sincerely,Fabian
  4. Hi everyone! Before anything I wasn't sure if this was the correct place to post this, please moderators move it as you consider if this should go to some other place like Projects and Demos. https://github.com/damian-pastorini/dwdgame Also, please consider that this is my first implementation ever! I've never used neither Node.js, even less Parcel, Colyseus or Phaser, my world before this first incursion in game development was all about PHP and Magento, so that should give you an idea from where I'm coming. This quite awful but working example took me 75hs, including the time I've used for research and for decide which platform use for the server and the client. After all the research, Node + Colyseus and Phaser 3 looked as the better start point since I was familiar with JS and HTML of course but had zero knowledge about Unity (the other option I would like to use), but I've prefered make the learn curve not so slow. So.... This is a really simple base MMORPG game created based on the Colyseus samples: https://github.com/gamestdio/colyseus-examples And on the Phaser 3 implementation from Jacky Rusly: https://github.com/jackyrusly/jrgame As you will see I've considerable modified how the jrgame was interacting with Socket.io in order to make it works as how the Colyseus example was working, I've thought that was the better way to do it (follow up on server ready samples and break apart the client sorry Jacky!) The game basics are login through DB, loader, scene change, players sync, but nothing like chat, items, or attacks was implemented here (so far). Here's the link to the repo: https://github.com/damian-pastorini/dwdgame Please feel free to create any tickets or pull requests for questions, fixes or improvements, I would love to get good feedback! I don't have a public link to show it yet but I'm planning to create a dev server soon (for now you will need to install it and run it to see it), at the end it will look like: https://jrgame.herokuapp.com But you will see the login screen first which in the server side will connect to the DB and all the players sync was done with Colyseus. I saw comments from people looking for Colyseus integrated with a DB engine (in this case I've chosen MySQL), so at least that part should be useful. I really hope this help more than one person, maybe someone like me who would love to get this as starting point. Best, Damian Reply
  5. Introduction: Hi everyone I'm 3D Modeling, rigging and animation artist with 5 years experience game industry(Mobile, PC). If you are looking for 3D artist or animator for your project. Please contact me and i would make your project to the next level. Service features: Character designs 3D modeling, texturing 3D rigging and animation My porfolio: https://www.behance.net/Des3DTeam Contact us: Email: des3dteamw@gmail.com Discord: Des3dteam#1619 Skype: Des3D Some of our works: Some item stuffs
  6. Hello. My name is Tim. I draw / create concept arts of characters and objects. I work in Photoshop. For speed use 3D and fotobash. Looking for freelance orders. Portfolio: https://www.artstation.com/rattle mail: timkrovopusk@gmail.com examples of works:
  7. Animation Feast is all about giving the most excellent 2D animation services in the shortest amount of time and at the most economical prices. With a team of top-industry designers, illustrators, developers, and strategists, we turn all your problems into solutions. Our Services Include: Whiteboard Animation 2d Animation Motion Graphics Animated Logo Explainer Video
  8. 3D perspective is perfectly possible in the plain 2D canvas of HTML5/JavaScript without the overhead of any frameworks or libraries. As an example I have recently created a small game in response to a GameDev challenge relating to DOOM. I was troubled by a bug in my display when the player moved close to walls. I sat down and made some diagrams to help me get my thinking straight and then I was able to solve the bug. I thought others might find my diagrams useful so I am adding them here. My aim is to demonstrate that 3D perspective is perfectly possible in the plain 2D graphics context. I believe that it is simplest for beginners to start in this way, getting familiar with JavaScript without the additional learning curves presented by the various frameworks. You can read about what I have just done in relation to DOOM here (which has a link to my little game): https://www.grelf.net/predoom/info.html The code was adapted from my earlier and more complex game, The Forest: https://www.myforest.uk/ (I now need to add a correction to the drawing of the mines in that program, having solved the bug).
  9. Hi, I've 2D vertices array and bones. Can you please suggest algorithm for construction of per bone weights for vertices. Currently I'm assigning weights by dividing 1 to bones distance from vertex, not sure how correct this is. Thanks.
  10. Navigate this super tiny player through over 60+ levels. You might need a magnifying glass to see it! Find the key and open the dungeon doors to go to the next area, but watch out! You'll need to dodge enemies, arrows, spikes, and other dangerous obstacles that might stand in your way. Super TIny Dungeon Hero is made with HTML5 through Construct 3. It has a native wrapper around it and is available on GooglePlay and the AppStore: https://play.google.com/store/apps/details?id=com.lumicreative.supertinydungeonhero https://apps.apple.com/us/app/super-tiny-dungeon-hero/id1434990844?ls=1
  11. Hello, I'm looking to buy html5 games that fit to my website. Any html5 2D / 3D games. The games need to be addictive. I will buy non-exclusive or/and exclusive licenses only. Please pm with your games catalogue and your prices. No need to reply below, i will check all messages, don't worry. Thank you. P.S 1: License document and invoice required. P.S 2: Share your games only. Messages from users with games that belong to other developers will ignored.
  12. Dear game creators and indie developers, At Super Game Asset we have create a new type of prototype game map, now everyone can try their game designs or game engine with high quality prototype game map with lesser time and effort. The Prototype beginner village map can be used to demonstrate game engine, test game design, pitch a game idea, and appear absolutely beautiful. Prototype Beginner Village Map details • Isometric game maps in 5K resolution details • Full PSD file layer provided, allow designer to edit and reshape the map • Contains all buildings, trees, environment props in separate layers. Download PSD file link
  13. Hello Everybody, My name is Heru and currently available for your project as an artist. You can view my portfolio at: https://www.behance.net/herupurwanda For more information about rates and any question, please send me an email to: heru.purwanda[at]gmail[dot]com. Thank you very much for your time Some samples: Thanks you
  14. Hello everyone. I'm working on very simple 2D shooter, and I need your feedback https://www.crazygames.com/game/180-seconds Written from scratch in TypeScript and HTML5 Canvas API. What do you think about it? Thank you 😃
  15. Powerdefense A towerdefense game. Towers require energy. Towers can be upgraded by adding components. Url: https://www.powerdefense.com Screenshot: Lemme know what you guys think
  16. Hi everyone. For the last few months I’ve been working on a simple HTML5 2D side scrolling action game called Theraxius. It's nothing new and revolutionary, it's more like an evolution of different technology. The game also includes a level editor so you can create your own levels. Engine (all game logic and level editor) is written completely in JavaScript, no download is required. Just load and play. Level data (stored in JSON format in the database) is exchanged thru Ajax calls. Server side is written in PHP. All images and sounds are preloaded from the server before play. The game uses HTML5 features like canvas, Fullscreen API, Pointer Lock API, Audio,… At this moment only Chrome and Firefox are supported. The game is meant to be played on PC, phones and tablets are not supported. In the next weeks I’ll try to post some videos, try to add registration (for newsletter and later for public test). Release date: when it's done Official page: theraxius.com Screenshots (for bigger images, please visit official page):
  17. Do you have a love and passion for video games? Do you want to use that love and passion to have a positive impact on the world? Are you sick of corporate culture? If so, read on! We are looking for help on our quest! We require an experienced and creative 2D/Pixel artist with retro video game knowledge and experience for our mobile app. As a team member, you will be an important and valued part in the completion of our mid-stage, high-concept prototype. Over the last two years, we have built a strong and dedicated customer base. This project is a unique opportunity best suited to individuals looking for part-time work and interested in earning equity in a special project over short-term financial satiety. Key Responsibilities: - Working with our team to create spectacular visual elements - Creating high-quality and appealing gaming-related assets - Develop assets to be used for presentations and future planning - Preparing assets and work closely with our animator Personal Skills: - Must be a creative individual with strong communication and collaboration skills. - Must be able to thrive at self-direction when necessary. - Experience working in a team setting and remote environment - Professionalism is key - Ability to keep organized and meet deadlines/targets. Skill Set: - Significant experience with Pixel/2D Art - years are irrelevant, just skill, talent, and creativity! - Experience with 2D Environmental Design (landscapes) - Experience with traditional 8/16bit stylings (a la old Nintendo games) - Experience with isometric principles - Experience with creation of sprite sheets - Experience with Design Tools, including the Adobe Creative Suite - JavaScript/HTML/CSS Experience is a plus - Animation knowledge and experience is a plus All candidates are welcome to apply. A resume is just paper and we are most interested in seeing the work you have done – after all, Pixel Art is a visual experience! If you have any questions or feel like you might be a good fit, please shoot us a message! Thanks, Evoloot Team
  18. Hello Everyone. My new HTML5 platormer game made using Panda2, this is my first Panda2 game, it is very good html5 engine, I am very enjoy to use it This game can play on mobile or desktop Special thanks to @Wolfsbane and @enpu teaching me coding skill, really thanks try the game in here : https://superfranco.itch.io/dead-gunner Full Gameplay Update: 2018-01-11 -Add checkpoint to Stage1-2 -Change the shoot button and jump button positions Update: 2018-01-06 -New Android version, you can download the game from google play. Google Store Link -add an explosion when the player dies by enemies -add arrow instruction for each stage. -improved the initial load time, and add a loading screen -Bug fix Screenshot Password Stage1 clear- 1234 Stage1 && Stage2 clear- 5678 Stage1 && Stage2 && Stage3 clear- 9981 Stage1 && Stage2 && Stage4 clear- 1516 Stage1 && Stage3 clear- 3412 Stage1 && Stage4 clear- 6666 Stage2 clear- 2234 Stage2 && Stage3 clear- 3274 Stage2 && Stage3 && Stage4 clear- 4234 Stage2 && Stage4 clear- 5734 Stage3 clear- 9527 Stage3 && Stage4 clear- 1314 Stage4 clear- 9991 Stage1 && Stage2 && Stage3 && Stage4 clear- 0964 Final Boss Fight- 0007 thank you for your playing, hope you enjoy __________________________________________________________________________________________________________________________________ Control Left key - Left Run Right key- Right Run Up - Up direction Z Key - Shoot X or Space Key- Jump Hold Up key and press down Z Key - Up Shoot P key - Pause Game R key - Quit game( Pause mode) Gracphic Designer: Surt https://opengameart.org/users/surt https://opengameart.org/content/dead-gunner and some Gracphic download from https://opengameart.org/ Game Music: All music use by Kenyuu Densetsu Yaiba(Game Boy) game Present by Banpresto Takashi Horiguchi Game Engine: Panda2 https://www.panda2.io
  19. Hi, This is my first time posting here. I hope i'm at the right place. So hello all! It's been a long time since I worked on a game. So I'm a little rusty (ok a lot). Last year I discovered Construct 2 and I thought I could revisit my top-down-zombie-shooter-obsession with it. So I started working on this game. It's been a year now and the time I spend working on this game is getting shorter by each week. I really want to finish this game and somehow publish it somewhere. I think having some feedback would make this process easier and result in a better game. So far I'm the only one played and tested it. So I really need your opinions! Here is the link to Game: https://frosty-haibt-5ee1e5.netlify.com/ About the game: It is a top down shooter. Player is limited to a small area and has to kill zombies until he/she is dead. The game-play is pretty much inspired by Crimsonland. I tried to keep the game as generic as possible. With a generic name and mostly generic guns and game-play. Although I tried my best to polish the graphics, sound (still working on most of them) and game play. You can access Dev Menu by clicking Show Dev Menu button on top right of the game screen. There are several buttons that will allow you to spawn weapons and bonuses. Also on the left side of screen, you will see some shortcut keys to spawn zombies, NPCs and other bonuses. You can press ESC to go back to main menu and start a new game. Also you can use Mouse Wheel to Zoom In and Out. Use WASD to move player and mouse to aim and shoot. Q and E to cycle weapons. For anyone interested in more: I wanted a dark and creepy atmosphere with lots of zombies to shoot. So the darkness is part of the game. There are bonuses and upgrades that will help player see better in dark. Please tell me if it is too dark for you to enjoy the game play. Player just runs around game area and zombies spawn, getting tougher and faster. I am still working on spawn algorithm but I think it works fine for testing. There are 6 type of zombies, 11 different weapons and 13 bonuses that will spawn in time. Also NPCs will spawn every now and then and they will be equipped with different weapons. There is an upgrade menu accessed by pressing Shift. Once the game is finished, upgrades will cost points to purchase. Still working on that. (also working on the UI part of it) But for testing purposes all of the upgrades are available without points. I would appreciate any suggestions about that. Currently red particles spawn when player kills zombies (like XP orbs) and they move to player when they are close enough. Then player will gain point (or XP perhaps). Then they will be able to spend them on upgrades. Those upgrades will only last until player dies. Much like in Crimsonland, player has to upgrade in each retry. (i'm seriously thinking about getting rid of those XP orbs and give points instantly instead... I think it would confuse players as the way it is now) Right now there is a difficulty multiplier that goes up by small amounts in time. I use it to multiply health, speed, damage and of enemies and max amount of enemies in game. You can change it in Dev Menu. At 100 things get crazy fast. I would like to hear your opinions about the difficulty setting. I still have some work to do with UI design, sound effects and need to find a fitting music. I'll keep working on them. In the meantime I would really appreciate any kind of feed back. It would be especially helpful if you could tell me about the FPS value that is located at the bottom right of the screen. And tell me how the game performs on your computer. Thank you all for your time!
  20. StarMines is a space shooter inspired by old classics like Asteroids and Omega Race. You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship. The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works 🙂 On touch devices, there are different options for touch controls which you can choose from the top-right pause menu. The game URL: https://smtng.jpkware.com/ New version on Jan 20, 2019: - music and ship upgrade sound added, reduced overall volume - ask for player name when always when starting a new game, changing name will reset progress - automatic 5 second shield for each 4 Bonusoids collected - more info messages on ship upgrades New game play video with music, and showing the new shield: Screenshots: A couple of YouTube videos: The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE. I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months. Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money 🙂 All kinds of feedback welcome, for example: Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well. Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps What do you think about the different control options? What could be improved? Ideas for new enemies, bonuses or weapons which would fit the theme?
  21. Hey guys, Sorry if it is trivial stuff, but I have not found any solution to this issue anywhere. What I have: I have a snake grid-based game with enemies which could move as well. Snake speed can vary and it could move faster or slower, as well as the enemies speed. The animation is independent of the rest of the game, so I just move snake and enemies every N ms one tile and then redraw their positions. What is the issue: This animation does not provide smooth snake movement, because it moves by tiles (120px) and I am struggling to make a smooth snake and enemies movement. What have I tried: I tried to move enemy and snake every 30 frames and then make a tween animation with 30 frames delay to the destination enemy/snake x/y coordinates. When the snake moved faster, I waited 20 frames. This solution is really ugly and if frames drop occurs, the whole game starts to freeze. Also, different fps provide different game speed. Please advise me how I can achieve the smooth movement, I want to have the animation independent of the main game loop which moves everything by tiles, and I want to have the ability to increase/decrease the speed of snake and enemies. Thanks!
  22. Hello! So I'm working on this game on my spare time. I'm trying to merge alot of what I think resembles a good game with some(alot?) own ideas. You might find it close looking like Tibia. Features Spells Quite unique spell system (in my opinion). You craft spells, so the same spell can have different abilities or have different cast styles. Here's an example of magic wall and poison cloud: https://i.gyazo.com/fcd7ed547a9116c2b0d1c359c2b9381f.mp4 Here's another example, but from your spellbook. In the spellbook you have all your spells that you know. They all have different properties, which are random when learned. You can have 2 spells selected at the same time (as of now, might increase in the future). https://i.gyazo.com/4539a561f97cb90029643a45637b66ee.mp4 As you can see in the vid, the spells have different properties: Draw/Single: Different throwing styles, either point and shoot, or draw, where you draw where you want to shoot the spell, and hit space to fire it off. CD: Cooldown, how long it takes until you can shoot this spell again. MAC: Max Affected Coords - Crappy name, but if you have a draw with MAC of 5, you can pick 5 tiles to fire the spell on. Mobs Fight of undefined mobs that are attacking you. Are capable of throwing spells and are of various size. The Red Dragon is 3x3 tiles big and throws scary fireballs. Harvesting Chop down trees, mine ores or grab a machete to get som wheat or even flax. Crafting Use your harvested items to create weapons, armors Towns Create your own town, claim land(tiles) and build walls around it. Invite your friends to your town. Inventory Drag and drop inventory system Large map The map can be quite large, tested with 25 000 000 tiles so far. (5000 x 5000). Technical details The game is made with HTML5 and mostly VanillaJS. Some Vue.js to structure different modules such as the inventory. Would be happy with some feedback/ideas whatever to keep my motivation up Still BIGWIP..
  23. Now my platform game Classic Space Adventure is finished! It is inspired by the Classic Space theme by LEGO®, and is an action adventure game that you play in a browser on a desktop computer. Since it is based on LEGO® I am not planning on making any money of it, but I hope it will be played by many people. So if you got any ideas to share on how I can spread the game to a bigger audience, please let me know in the comments The game is written in Javascript without the use of any frameworks or libraries. The music I have composed in Famitracker. In total there are 6 bosses and around 70 different enemies and characters. I have a webpage for the game here, and a trailer which you can check out here. Any feedback is welcome! Play the game here! (Chrome is recommended)
  24. Hey, I am Tar van Krieken and I am working on a simple 2d game with a friend of mine. Neither of us are particularly good at graphics however, so we are looking for someone that can create some 2d textures for us and help with the style and theming of the game. We will require sprite animations for entities that walk around and do some other things, as well as textures for blocks and other things in the world. None of the graphics have been done, so it would be entirely up to you. I don't want to give away too much information about the game yet. It is not really a secret, but I would rather not have it on a public forum before we can finish it anyhow. It is roughly a 2d puzzle game similar to lemmings. I don't mind whether it has a pixelated style or not, but I have been working on some things to give the game a 3d feel despite being 2d, so it will have to fit that. Here is a video of some tests I have been doing: https://puu.sh/Bi2bS/e442b24781.mp4 . It makes use of normal maps to create semi 3d lighting, together with shadows that I have been working on: https://github.com/TarVK/pixi-shadows . I can explain how normal maps work if you are interesting in collaborating and don't know this yourself yet. Some of my other work can be found here: https://github.com/TarVK http://ludumdare.com/compo/author/thegunmaster/ As can be understood from this being in the 'unpaid' section, I am not willing to pay anything for the work. After the game is done we will have to decide where to publish it however, so if it turns out we make any money off of it, these profits will be shared of course. But that is a rather unlikely scenario, it will probably end up somewhere for free. Let me know if you are interested in working together, please link me some of your work, and then maybe we can get in touch
  25. 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.