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Found 3407 results

  1. I wanted to share a Phaser 3 game I’ve been working on. The entire game is made on my iPhone with Textastic and a vector drawing app, so there are no keyboard inputs. The controls are fairly simple. Just slide your finger left or right to move, and you can either swipe the same finger to jump, or swipe with your other hand while running. To climb the rope, you just have to slide up or down; and to swing, slide left or right. To enable the slingshot, click on the character, pull the rock back, and let it go. When you start to fall in the hot air balloon, hold your finger on the screen and it becomes an “endless runner” until 3 birds fly by. This game is not anywhere near completion, and I imagine it will take several years to finish it on my own. The animation is not great, but I have downloaded DragonBones and will be trying it soon. I hope you like it, and please let me know what you think. Thanks! https://cannabijoy.com/matter.html FullSizeRender.mov
  2. At Starloop Studios we are looking for a Phaser Game Developer freelance ready to make our clients’ wishes and our team’s ideas come true!Come on board and get ready to create some of the most kick-ass games ever! Minimum Requirements **************************************************************************************************** - Extensive knowledge in Phaser development.- Working knowledge of the Phaser game development engine and the ability to quickly get up to speed with any related tools.- Experience in creating exciting, highly interactive experiences on the desktop, iPad, iPhone and other mobile devices.- Proven resourcefulness in troubleshooting complex problems.- Experience coding for mobile web using responsive web technologies as well as Typescript knowledge.- Strong debugging and optimization abilities.- Good English oral and written communication skills- Good positive attitude and outlook, self-motivated, and a great team-player.- Good communication and problem-solving skills.- Have a proactive work ethic Project Details: Ongoing relation for multiple projects, recurrent dedication. Long term projects (+6months) A good working environment within a group of motivated colleagues Flexible schedule Horizontal and agile organization Remote work To apply for this opportunity, please send your resume and a cover letter and salary expectations to aitor.rodriguez@starloopstudios.com.
  3. So I was fallowing along an online tutorial phaser-101-introduction-to-game-development and I just can't get my game to appear. The error is Failed to load resource: the server responded with a status of 404 (Not Found) The tutorial said it HAD to be on a web site you built or whatever to get it to load right so I made one and nothing the broken phaser game . Just not sure how its not reading it I downloaded everything into the right folders and have all the path names right. <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Welcome to Road Kill Candy's Games</title> <script type="text/javascript" src="http://gc.kis.v2.scr.kaspersky-labs.com/FD126C42-EBFA-4E12-B309-BB3FDD723AC1/main.js?attr=JSM1EvLROPX115ml3uJbdZZ-lwwpEqPUC2arVNOQbbGahJ1RiZ8YWfXBj7TZ_E-MoEEEFjmFPyuFom0EN7r95ZXWq76bQYINoAUdkEjhwZw" charset="UTF-8"></script><link rel="stylesheet" crossorigin="anonymous" href="http://gc.kis.v2.scr.kaspersky-labs.com/E3E8934C-235A-4B0E-825A-35A08381A191/abn/main.css?attr=aHR0cDovL3JvYWRraWxsY2FuZHkuYXR3ZWJwYWdlcy5jb20vaW5kZXgyLmh0bWw"/><style> canvas { width: 100%; } </style> </head> <body> <script src="">js/phaser.js</script> <script src="">js/game.js</script> </body> <center> <a href="index.html"> Back</a></center> <br> <center> <a href="https://mrskaiba.wixsite.com/nerdyglamor"> <img src="/assets/saturnd.png"></a><br><br> You have to enable JavaScript in the Bowser to play </center> </html> and the game code looks like / create a new scene let gameScene = new Phaser.Scene('Game'); // load assets gameScene.preload = function(){ // load images this.load.image('background', 'assets/background2.png'); this.load.image('player', 'assets/player2.png'); this.load.image('player', 'assets/dragon2.png'); this.load.image('player', 'assets/treasure2.png'); }; // called once after the preload ends gameScene.create = function() { // create bg sprite let bg = this.add.sprite(0, 0, 'background'); // change the origin to the top-left corner //bg.setOrigin(0,0); // place sprite in the center bg.setPosition(640/2, 360/2); let gameW = this.sys.game.config.width; let gameH = this.sys.game.config.height; console.log(gameW, gameH); console.log(bg); console.log(this); }; // create the player this.player = this.add.sprite(70, 180, 'player'); // we are reducing the width by 50%, and we are doubling the height this.player.setScale(0.5); // create an enemy this.enemy1 = this.add.sprite(250, 180, 'enemy'); this.enemy1.scaleX = 2; this.enemy1.scaleY = 2; // this is called up to 60 times per second gameScene.update = function(){ //this.enemy1.x += 1; this.enemy1.angle += 1; // check if we've reached scale of 2 if(this.player.scaleX < 2) { // make the player grow this.player.scaleX += 0.01; this.player.scaleY += 0.01; }; // check if we've reached scale of 2 if(this.player.scaleX < 2) { // make the player grow this.player.scaleX += 0.01; this.player.scaleY += 0.01; // create a second enemy this.enemy2 = this.add.sprite(450, 180, 'enemy'); this.enemy2.displayWidth = 300; // flip this.enemy1.flipX = true; this.enemy1.flipY = true; // set the configuration of the game let config = { type: Phaser.AUTO, // Phaser will use WebGL if available, if not it will use Canvas width: 640, height: 360, scene: gameScene }; // create a new game, pass the configuration let game = new Phaser.Game(config);
  4. Babel Tower is an incremental idle clicker game where you manage the building of the Tower of Babel. You can mine stone, process the stone to create bricks, chop trees, build crane, sell resources, even invite tourists to your tower, to make money! The game is on ArmorGames: http://armor.ag/BabelTower (rating 65%, 50k plays) The game was made with Phaser 3.19
  5. create() { this.rock = this.physics.add.staticGroup(); this.rock.create(1002, 145); this.rock.setScale(2); } The code above does not set the scale of the rock that I have set as a static group. Is it even possible to scale things in a Static Group?
  6. I've looked at a lot of tutorials on how to do this, but all of them seem to be out of date and do not work anymore with the current version of Phaser 3. Does anyone know how to do this? It would be appreciated if you could also tell me how to do this with bitmap text as well.
  7. // hello again lads! I've got another problem. I was working on a game and I was specifically // working on a Gameplay scene and there was no specific error in the console but the physics // collider between my platform and the player wasn't working and my player fell through the // platform. Can somebody point out the mistake I've made? Any help will be greatly appreciated :) // The code from my 'Gameplay' scene: var platform; var player; class gamePlay extends Phaser.Scene{ constructor(){ super({key: 'playing'}); } preload(){ this.load.image('sky', 'assets/sky.png'); this.load.image('sun', 'assets/sun.png'); this.load.image('ground', 'assets/platform.png'); this.load.image('cubey', 'assets/cubey(1).png', {frameWidth: 32, frameHeight: 32} ); } create(){ this.add.image(400, 300, 'sky'); this.add.image(400, 100, 'sun'); platform = this.physics.add.staticGroup(); platform.create(400, 500, 'ground'); platform.create(250, 500, 'ground'); platform.create(500, 500, 'ground'); player = this.physics.add.sprite(400, 300, 'cubey'); player.setBounce(0.3); player.setCollideWorldBounds(true); this.physics.add.collider(player, platform); // not working } update(){ } }
  8. I keep on getting this error while starting my project - 'scene1 is undefined'. what is the problem in the code? I'm quite new PHASER, so a help would be really appreciated :) Also, I've used seperate files for each function. The code is written below, check it out: // the main.js file const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: 0x000000, scene: [scene1, scene2] }; const game = new Phaser.Game(config); // scene1 file class scene1 extends Phaser.Scene{ constructor(){ super({key: 'loading'}); } } preload(){ } // scene2 file class scene2 extends Phaser.Scene{ constructor(){ super({key: 'playing'}); } }; function create(){ this.add.text(20, 20,'loading'); } }
  9. We are a duo, i'm the programmer and my associate is in charge of marketing, communication and management. We are about to launch Astrogon, an arcade platformer mobile game. We wanted it to be intuitive and easy to learn but really challenging at the same time. You need to avoid the opposite color, unless you are purple (Purple is like Mario's star). green power-ups give you an extra jump. If you are purple you have an extra jump just by touching a wall and gravity changes. The main plus of this game is the community levels. I made an in game level editor, and users will share their creations and watch people play thanks to a Replay feature. I can't tell how much i love Phaser! It will be compiled with Cordova to be released on mobile. If you want to know more about it, here is the website: www.astrogon.com Thanks.
  10. Hello, I wonder if anyone knows how to record sound from microphone input with phaser? In my project, I have to add a record button, and when user click on it, the program needs to start receiving audio stream from a microphone. After user finishes recording, by clicking on a stop button, the audio should be encoded and stored as an MP3 or other acceptable audio format file. Anyone can give a helping hand?
  11. How can I load giant Tiled maps in Phaser? I have a .json map which is 2048x2048 tiles, and each tile is 64x64 pixels. Is there a way to load/unload chunks of it? I tried ths article but the splitter tool doesn't do anything. I think my map is too large for it.
  12. Hello all - I have started working on my first browser-based game and I got the Phaser framework set up with Angular and Electron for this, as I'm super comfortable with Angular and enjoy playing with typescript. I started to build it and realized that getting these frameworks to play well together can be a pain for a lot of people, so I stripped back the content and posted the template in a repo on GitHub. I just thought I'd share and get the word out, and I've had decent traffic from subreddits. I'm hopeful if it gets enough use and some forks, that the implementation might be worked and improved upon. Let me know what you think, or if you have any questions about it: https://github.com/TBosak/game-template
  13. Hi, How can i play right with the acceleration of the velocity? In this tutorial http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game (really well done), but it only change the velocity. How can i accelerate it the way a race game works? I want to accelerate it from 0 to a maximum number, or it's current value to a maximum number. How can i do this? What's the best way to handle it and create a maximum speed? Thank you very much guys
  14. 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!
  15. Hello, I want to spawn an enemy on different location every second on my screen. is there such thing like this? Im using emitter to spawn random images on my screen but it generate only in one place. how can i generate image in different place every second?
  16. Hey Guys I'm struggling with an error on safari/ios... the first 5 times the state change works. but after the 5th time the error "null is not an object (evaluating 'canvasBuffer.context.scale')" appears. I traced the error back to the graphics.generateTexture(); function. as already said after the fifth state change the error occurs at the third execution of the command (the command is executed 3 times per state). Do you have any idea what it is or how to circumvent it? Thanks
  17. Hi All! I wanted to share with you my first game as developer and artist. I just published it at https://funkstar.itch.io/escape-from-earth This is a puzzle game where you have to escape from enemies that move faster than you (like the old Theseus and the Minotaur maze type, but with some new flavours) I had fun with character and scenery design, trying to fake a pixel art look (though is rendered 3D) I mixed Three.js with Phaser.io for better UI Have a look at it and let me know what you think. Critics & comments welcome Thanks
  18. Hi, I wanted to make a game that's really challenging and simple at the same time. Something that will require some skills and not just a simple mindless game that shows a lot of ads. Something that you will need to get used to first, learn the rhythm of the game and then be able to complete the levels. So after 5 months (only working on the weekends; not all weekends), I have finally released a playable version of the game in the Google Play Store. Let me know what you think. I would really appreciate some feedback and what you think about the game. It's not much, but hey, I'm actually proud of it Oh and one more thing, it really does require "some" skills. Play Store Link: https://play.google.com/store/apps/details?id=com.pandabytes.kiteykite
  19. Hi, everyone! Maths are boring? Maybe you need some motivation... Do you think it´s insane to learn mathematics while you explode heads, throw grenades and shoot enemies with a rifle? Well, now that´s possible!! We have created a new game: Cool Math Games: Math Max Our idea was to make kids have fun while they improve their mental calculation skills. A videogame based on the film "Mad Max" where you have to defend your truck against several different monsters using mathematics. But you´ll have to use more than your brain if you want to survive in this sand jungle. To help you, you´ll find different weapons and items: Explore twenty seven normal levels... ...and if you dare... twenty seven insane levels... The game dynamic is simple, a horde of evil soldiers is trying to stop you from getting back home. You must solve the ecuations to kill them before they come near the truck, otherwise you will get killed. You have to make a certain number of kills so you can go to the next level and face new and more powerful enemies. We have made two versions, if you open the game with a PC you get the 960x640 HD version but if you open it with a mobile device you can choose between the 480x320 version or the 960x640 HD version, in order to keep the high performance. With a good mobile the HD version works perfectly well. The game is completely responsive. Feel free to leave here some feedback, I will really appreciate it. I´m still improving the game and every advices will be taken into consideration for future updates. Now you know it, math can be a real fun!!! Play this game for free and show everyone your math skills!
  20. About the role A Game Developer at Roxor/Playsafe plays a crucial part of the creation of our awesome games. You will be working in a team that is responsible for taking the game from a concept stage to a finished game, optimized for both desktop and mobile devices. Not only will you write structured, testable quality code but you will also support our graphics and FX artists with implementing and coding art and graphical effects. We work in small agile teams consisting of a game designer, sound designer, producer, QA, artists and of course game developers. We believe that working closely in small team is crucial in creating the best games and it helps us in an agile way to take faster and better decisions. We develop our games in Javascript and TypeScript. They are rendered with the PIXI engine in WebGl and Canvas. To give the players the best experience, we put a lot of effort in optimizing our games for all platforms, both regarding file size and performance. We work in an ambitious, casual and fun atmosphere where we take a lot of pride in the games we create. Your Tasks ⦁ Participation in the design process for new features in the new games framework ⦁ Implementing new features in the new games framework ⦁ Implementing new games in games framework ⦁ Code Reviews of new features implemented by other developers Qualifications and Experience ⦁ +2 years of prior experience of software development as employee or contractor ⦁ Experience working with graphically performance-heavy web applications and games ⦁ Working experience with JavaScript, ActionScript, TypeScript, or similar ⦁ Working experience with any JavaScript based game engines, like PIXI, Phaser or similar ⦁ Interest in computer graphics programming, animations and effects ⦁ Good communication skills to explain technical requirements to the game designer and producer ⦁ Experience with client-server integrations ⦁ Understanding of good practice version control, artefact versioning, branching model ⦁ The ability to deliver in an agile, iterative environment where pace is high and all voices matter We also value ⦁ Experience with hardware-accelerated 3D techniques ⦁ Experience working with TDD and automated testing techniques ⦁ Any other creative skill, from sound design to 3D modeling Who are you and what do we offer We are seeking a social, positive, and driven person who can help us create the best video slots on the market. You are a team player with strong initiative and self-motivation thriving in a small team environment where the route from idea to implementation is very short. You should be collaborative, fun to work with and be able to augment our design process with great animation instincts and a firm grasp of the best tools for building cross platform experiences for the modern web. If your interested in the position please feel free to notify me at nico.vdmerwe@playsafesa.com. We are based in Cape Town, South Africa. GameDeveloperRole - Job Description.docx
  21. 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?
  22. Hi, We are looking for html5 game developer (Phaser), please let me know if anybody interested please email us on contact@genieee.com Thank you,
  23. hello i want to make a online multiplayer online card game using phaser. CAn you please help me in this that from where i would start??
  24. Hi players, I've just published my last game based on the Four Color Theorem. It's built in HTML5 with Phaser 3.19.0 (phaser.io) and available on Kongregate. Link: https://www.kongregate.com/games/toweld/four-color-theorem-coloring-puzzle-game?sfa=permalink&referrer=toweld If you don't know the four color theorem, here is a short abstract from Wikipedia (https://en.wikipedia.org/wiki/Four_color_theorem) In simple terms, the goal is to color the entire map so that two adjacent regions do not have the same color. Regions are called adjacent (next to each other) if they share a segment of the border, not just a point. The game is a good way to discover or experiment with that theorem. Have fun! Pascal
  25. I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what other components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful for any collaboration. Available at GitHub and npm