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Found 21 results

  1. Hello, I have a construction company with little to no online presence and want to make a very unique 3D experience with our current branding. The 3D models and assets are already developed and I work with a great artist to get any other resources we may need. Animation skills are not necessary and can be handled by the artist. The project would require extensive knowledge of babylon.js, effects (cel-shading), scene transitions, and optimization. If you would like to hear more to give an accurate estimate for this project please send me a PM or email me at [email protected]
  2. Phaser 3 BOILERPLATES | STARTERS Unify, upgrade, use. Last updated: March 6 Table of contents: 1. Intro 2. create-phaser-app 3. List of existing boilerplates 4. What kind of features we need/want 5. What's the point Intro: Hello there everyone! As Phaser 3 came out I immediately started to look after some Boilerplate which would take care of basic stuff and speed up the development. If you don't know what I am talking about, think of create-react-app, but for Phaser. There are a few already, however I think that is one of the things that shouldn't be re-created every time, but I'd rather see one, powerful, generator that is community driven, updated, and has many options. Richard has mentioned that he prefers this to be created by community, and just highlighted on the Phaser website. I am aware that sometimes you need something really different and boilerplate X won't suit your needs, but that's where configuration comes in (for example question at the beginning which physics you want to use). Unless even that can help you - get a different boilerplate/create new one. I want to help and in my opinion boilerplates are great way to unify the community, show out the best practices and speed up the development. Let me know what do you think about it. create-phaser-app: So currently I am developing this generator, which follows the convention of create-X-app. It will be configurable with --options, or by default running a "wizard" where you select basic options. At the start there will be only plain JS and typescript probably, but later on I'm planning to add things like multiple examples (ping-pong, platformer, etc) and many other stuff, but also some --basic flag where you get 0 configuration small project without any webpacks or anything! https://github.com/phaser-contrib/create-phaser-app Here's the repo. Project will be open up for contributions after I prepare the base. Hopefully after everything's prepared community will be able to focus this one and stop creating new ones, unless they really need to. Existing boilerplates list: https://github.com/oliverbenns/phaser-starter - https://github.com/rblopes/generator-phaser-plus - by @rblopes https://github.com/lean/phaser-es6-webpack/tree/phaser3 - (phaser 3 on different branch, i think it's still in development for p3) by @leandro Boilerplates/examples (things that fall in into example category, but still can be a good foundation) https://github.com/nkholski/phaser3-es6-webpack - generic platformer template (mario in this case) and it's based on phaser-es6-webpack by @nkholski I'll keep the list updated, you can give links in the comments too! Features: What should the perfect boilerplate have Recognizable name ES6 transpilation with babel ES6, CoffeeScript or TypeScript Webpack, along with live and hot reload Environment variables Continuous delivery and continuous deployment Images compress JS minify Standard folder structure with basic scenes like preload screen, game Config file for game configuration with all possible options Maybe something that will make sprite bundles ES lint configuration? (not quite sure as many people have different ways of writing code, however maybe just a small base for further configuration?) CLI commands (like create new object) Popular building integrations (Cordova, Cocoon etc) at least on some level Easy way to update Phaser Configurable at the start: Provide bigger example? or just standard template (for example do you want only one example asset, or whole game generated) Physics selection List of some basic useful plugins? That's all coming to my mind for now, leave the comments what would you like to see in a boilerplate! The point?: I know this may be not immediately clear "what the hell this guy want to do with this topic". I think it would be nice if community choose one boilerplate that already is in a good shape and drop all the focus on it. I don't think that this will be better if every person creates a new boilerplate for no good reason and reinvents the wheel. So to summarize: Create a list of boilerplates to have it in one place Let's choose together a boilerplate which community would accept to take care of, becoming a kind of "official" boilerplate (again think of create-react-app that is used by most of the people). (and yes, I am aware that not everybody will want that, but in most cases unified standard is a good thing, I guess?) List of features that this boilerplate would ideally have. I want to hear your feedback about the whole concept, maybe I am dreaming too much. From my side: https://github.com/lean/phaser-es6-webpack/tree/phaser3 seems to be the most popular, however don't think it's phaser 3 ready yet? Haven't looked at it yet. https://github.com/rblopes/generator-phaser-plus is also looking great, I've used it at it seems it has most of the features. What would I like to hear from you guys: Do you like the idea? If yes, would you like to prefer to choose an existing boilerplate or create a new one How would you name it if new one? If new one, clean start or forked from other project? What features would you add to the list Do you know any other generators that should be on the list? So let me know what do you think about it, let the discussion begin. Yey. Best regards.
  3. Hi Phaser community! I know It's simple to just use the CDN but as I want to use the latest technology and following the best practice of modular code, I think that only npm give me that power. I'm a web developer and I want my project to be modular like when I'm developing with ReactJs. The core problem is that I don't know how to create a structure like ReactJs because I create a React project I use the react cli `create-react-app app` so I don't know what's going on behind it.
  4. Hi guys, I'm trying to make 2D-shapes / 2D-sprites in my Canvas2D (ScreenSpaceCanvas) follow some sprites which are placed in my 3d world. For this, I'm using the BABYLON.Vector3.Project function as followed: However, this is the result: I've checked each of the arguments and they all contain valid values at the time of being called. I've also stumbled across this topic, which uses another 4th argument in the call, but I've had no luck trying it with that one either. Any ideas? Thanks in advance!
  5. First release of full game Perplexus Shadow Open Where everybody could buil its own perplexus and upload and than everybody could play it (on all web browsers with webgl) Also on phones android and iphones Added Physics "Physics step" where 10 or 15 works as fast as 50 on desktop with nvidia 960 ... you can continue playing on check points on which you go through ... https://ajna4taiga.no-ip.org/PerplexusShadowOpen/PerplexusProd.html or update https://ajna4taiga.no-ip.org/PerplexusShadowOpen/Home.html I will release soon vidows how to build your own perplexus like lego ...and videos how to play each level from start to end.
  6. Hi, Here's an example of what I am trying to do: http://www.babylonjs-playground.com/#N9MYJN#2 I should see my four corners appear around the sphere on the 2D canvas, but for whatever reason they do not show up in the correct spot. Thanks, -StarToaster
  7. I just released Phaser NPM Webpack TypeScript Starter Project (catchy name, isn't it?) GitHub link or my github.io link as a base starting point for creating games with Phaser using TypeScript taking advantage of the Phaser npm module and Webpack for building (which I couldn't find a template for, so I made one). It includes the typical 3 states (boot, preloader, title) to show the flow of a Phaser game. It also includes a watch task that watches the project for any changes and recompiles, and another task to run a live server that refreshes automatically after a build. It only takes a few seconds and a couple commands to get going (after having node.js installed)! It's platform agnostic (I've tested on OSX, Ubuntu running on a Chromebook, and Windows 10 in a VM running on OSX and had zero difference in behaviour). Hopefully someone here will find it useful, or at least take a look and let me know how to improve it (I plan on using this template and it's evolutions for all my future Phaser projects)!
  8. Hey everyone, I'm one of the developers of Curve Fever which is a multiplayer snake game. Due to a complete redesign and performance/loading issues we plan to remake the game with HTML5 canvas. We've already done a little bit of research but I'm already noticing there are hundreds of options for everything. Reading through each option would first of all take a lot of time and secondly it's always advertised better than it is and it leaves out the downsides. I'm looking for some general advice and some advice on frameworks and tools to use. I have a few concerns and requirements listed below along with the information about our current project/setup. About the project The current game is made in Unity and exported to WebGL. However, 20% of the users are unable to load the game and 25% of the users that can load the game has FPS below 40. This is too high and we've had several talks with the developers that work on WebGL in Unity but they say that it's unlikely that it's gonna have massive improvements. Totally understandable because Unity is a massive engine and WebGL is mostly used for demos and such and not full games. Our game is a 2D topdown multiplayer snake game played by milions of users. The servers are custom made with Go(lang) and the communication is done with websockets using Protobuf messages. Most of the game is actually UI for things like chat, friends, shop, lobby, profile, popups and so on. Requirements These are the main requirements we have for our new setup. Exportable for standalone (Windows, MacOS and Linux) - Preferably with generic API's for native things. Exportable for Android and iOS - Preferably with generic API's for native things. Exportable for web portals and Facebook. Being able to run the game locally on Windows, MacOS & Linux. Great workflow for quick development and design. Structured code base (Typescript?) Easy for designers to create UI elements and such. Easy to create UI animations. (or animations in general) Rapid prototyping. Quick load times Good performance on multiple devices. Some kind of versioning would be great. It's also quite important that it's open source. Specific questions Here are some specific questions we have currently. We're mostly just looking for general advice on what to use and what not to use with the requirements we have. Is there something like Electron that also exports to mobile or do we have to use two services? Is it correct that it's best to create UI in the dom? If so, how well will it work with services that export the game? Since most of our game is UI would it be wiser to not use a game engine like Phaser? To give some more context, basically all we have to do in the game is render curves (lines) on the field. The curves will have to be erased too because of client side prediction (multiplayer networking). Is there something that lets us create UI elements easily with animations and such like it's done in Unity? I know that a lot can be done with HTML, CSS and JS but not all game designers may be experts with this and it'd be much easier if there was some sort of software where designers can design the game in. How good are the profilers/debuggers in the available engines? Or do people often only use the browser profiler/debugger? Just putting this here for people that only read these questions. What are some good practices and workflows. Would be great to hear what stack of tools and libraries etc people use and why.
  9. The Grim Panda Design team is currently accepting new art and design projects. We have a team of experienced and seasoned 2D & 3D artists and animators who have provided assets for many of the best-selling mobile game companies on the market today. We work with any budget, large or small, and can quote prices on a project level, per-diem, or hourly. With the ability to work in vector, concept, and realistic styles, our team is dedicated to making your project come to life. The quality of your assets will be precise, clean, and look brilliant in your mobile IP. We pride ourselves on bringing your player into the world you have envisioned. Due to legal obligations with many of our clients, we cannot publicly post our complete portfolio. Please contact me at [email protected] for samples. Thank you, and we look forward to bringing your creative design to the next level.
  10. Hello my friends ! I want to see if it's possible to create a big and complete game with Babylon.js. It will be an open world with 3rd person view. It is open source and collaborative. We will release a list of features and for each see if it's possible. I did the beginning (better with chrome) : (free server so you have to wait for the loading of the model) Let's work here : https://github.com/getzelus/babcity Thank you for your attention and hope you will be part of it.
  11. 3D website is "Creative Anarchy v.3" online ... You can see the project using the link below: http://www.cete.com.tr/
  12. So I just had kinda a cool idea would anyone be interested in trying out a game of telephone on the playground with who ever becomes active on this thread. Bassically it would go like this. We vote first on a inspiration word that is the only information we all have in common on the project. We establish a quick order of turns for participants and then from there start going down the list. The person who's turn it is gets to add a certain amount of lines (well establish that later) and modify a certain amount of lines then post the link to the playground on this thread for the next person to take their turn. The other rules would be no comments on your code and no hints to why you added it. The person who's turn it is, will have figure that out and continue the project how ever they see fit. when you submit the playground link for your turn there can be no compiler errors this means if you have to not finish your function so an error does not drop then that's just what it is, let's hope the next person picks up your flow. the end result being, hell I don't know... Any takers?
  13. Hello everyone! I have kind of a complicated question. I'm currently doing my thesis at uni, the topic being web based games (specifically 3d ones). I'm going to create a small multiplayer Bomberman clone and reflect the process on the thesis itself; what problems I had, how does the development compare to for example Unity etc. I have used Unity kind of a lot and know the basics of threejs. However, after many hours I decided to make the game with Babylon, since it seems to be more suitable for the task at hand. I have a strong web-development background, so the thesis pretty much gives me some time to learn more about game programming Ah yes the question itself, which is pretty much about setting up the project. I would like to have help with these areas: Using modern JavaScript, ES6 syntax and features for BabylonJS. Maybe load the modules using, for example, SystemJS. Is this a silly idea? Is it best to use, for example, Gulp for the deployment stuff, like minification? However, I have not found that many sample projects at all for the engine itself. Maybe I haven't digged far enough? If anyone has any useful links, sample projects or ideas to share with me I would be really blessed. Thank you in advance for reading my lengthy post
  14. Hello, The sample assets and index file is nice and all, but it should be part of a separate nuget package, not part of the core BabylonJS package. That would make things much clearer sharing integration, with BabylonJS dependency, into the rest of the application. I can "workaround" it for the moment by packaging only the Babylon bits from my integration package, which momentarily has a dependency on Babylon,JS for instance. Thank you... Regards, Michael Powell
  15. Hello, I am the author of Phaser Chains (http://phaserchains.boniatillo.com http://phaser.io/chains) and now I want to present to you my last work: *Phaser Editor*. http://phasereditor.boniatillo.com (it is a desktop editor) (This editor was announced in phaser.io (by the Phaser authors) with the title "A complete Phaser editor with powerful features". ) General JavaScript editors are good for Phaser because the Phaser simplicity but I see the need of something more dedicated: - Project and file creation wizards. - Coding assistance (type inference, auto-completion of the API, doc hovers, preview). - Integrated and quick help. - Integrated web server for easy testing. - Assets manager (following the official Phaser Asset Pack format). - Assets packers (image and audio atlas). - Keep it simple enough that you can develop your big game but also test any other code snippet or example of the many Phaser tutorials in the internet. - Transparency: there is not any other layer, wrapper or plug-in on top of Phaser: I do not want to hide Phaser, I want you to learn it. - Tooling: with the time I would like to integrate common developing tasks into the editor, for example, right now it is implemented an Optimize PNG images, but I want more. - The name is Phaser Editor but my goal is a Phaser IDE ;-) How am I doing it? I am building Phaser Editor on top of one of the leaders platforms of the programming industry: the Eclipse platform, specially, the Eclipse Web Tools. If you know the Eclipse ecosystem you will feel very comfortable in Phaser Editor, if you don't know Eclipse yet, I think this is the moment for you to go with it ;-) Eclipse is very popular in the Java world, but it is also popular to develop with other programming language (javascript, python, php, C, etc...) because it can be extended and customized for a specific technology. The Eclipse workbench is full of features and a plenty of third plug-ins going from color themes and Git integration to cordova based tools for mobile development, and all of them can be installed (or integrated in a future) in Phaser Editor. The Eclipse Web Tools, specially the JavaScript Development Tools (http://wiki.eclipse.org/JSDT), are a very good piece of software, the most I like is the type inference engine, that in the case of Phaser Editor it is customized to give a much better experience with the Phaser API. So take a look to a demo video. Download and try it yourself: http://phasereditor.boniatillo.com To run it first you should install the Java runtime (JRE 8 64bits), then execute the PhaserEditor.exe file. In a future a I will give the option to bundle the JRE together with the product and make it available also for the others operating systems supported by Eclipse (linux, osx). Check the list of features What's next? This is only a preview, but in dependence of your very valuable feedback I will release it sooner or later. Right now I am working on complete some features introduced in Phaser 2.4.3 and writing the user guide. Suscribe to our mailing list and we notify you when the final product (or a major update) is ready (I am not going to explode your inbox) Thanks, Arian Update 2015/10/29: Phaser Editor RC release, read post.
  16. Hi, and nice to meet you! I'm Ietsu, a music composer for videogames with a 3 years experience. My style is classical-cinematic, but I can adapt it for anything. I already worked for some indie games, and I am looking forward for more! My rates are negotiable, but I could even work for free if the project interests me a lot. If you want to listen some of my tracks, check out my portfolio: https://soundcloud.com/ietsu You can contact via PM or email ([email protected]). Thanks for your time!
  17. Hi guys, I'd like to present you my project, which I've been working on during the last year. The development is still in progress, so it doesn't have fancy interface and not very optimized, but it's a nice POC of Babylon.js framework. The game supports desktop (mouse + keyboard) and mobile (gyroscope and accelerometer) controls. Share your thoughts, any inputs and comments are highly appreciated.
  18. tl;dr: 1. After copying a project template, are you supposed to also copy the phaser.js or phaser.min.js from the build folder into your game file? 2. Do you have to make the css and assets folders on your own? 3. when you separate your css, html, and js folder, how do you call them in your html file? 4. What are the bare necessities you need to make a game that you will wrap using CocoonJS for iPhone and Android? Smart Watches? full length: So I just finished the "Getting Started" tutorial on Phaser's website; although I found it useful, I felt that it did not properly address how to start a new entirely from scratch( i.e. GitHub repo). My understanding right now is that you should copy the "Basic" or "Full Screen Mobile" project templates from the resource folder into your text editor and then I'm confused at this point. Are you supposed to also copy the phaser.js or phaser.min.js from the build folder into your game file? What about the css and assets folders? Are you also supposed to make those on your own as well? I just thought it was confusing how the "Getting Started" tutorial had everything in it's own one file (css, html, and js) and I know I want to separate my different file types into their own folders (btw, when you separate your css, html, and js folder, how do you call them in your html file?). I am coming from an Android Studio (using LibGDX) background where new projects automatically have all the folders you need to make an app (assets, MyGDXGame, Manifest, Java, and some other files you'd only touch once), so having to copy/paste/create a new folder (to make your game playable) into your game file is very foreign to me. I'm just trying to get started with a simple ball-maze game for mobile platforms (iPhone, Android, and maybe smart watches). Thanks!
  19. Hi guys, I have been on this forum a while now and I am final ready to contribute and wow do I have a big one. My project is large in scope and requires someone with vision and skill that won't give up and will see the big picture. My goal is to create a new gaming engine that will be used to skin multiple player collectible card games. First let's talk about why I want to build this project. I have designed several games from initial idea to final completion. Some of these games had success and were able to make enough money to sustain themselves but facebook's changes pretty much killed the virality and those games died out. Here is a quick list of games I worked on: Derby Challenge (offline) - Multiplayer horse racing game where you edit your horse and race. Cartel kingdom (offline) - Farmville clone focused on selling drugs where you plan, harvest and sell drugs. Sports book boost (offline) - Sports Betting game where you bet with friends on real sports but for play money Mafia Warfare - Mafia themed multiplayer collectible card game where you collect cards, grow their strength, evolve them. Mastermind.li - Online risk clone where you play online vs up to 8 people and try to take over the world map. Webslingers.ws - Multiplayer collectible card game where you draw your own cards and try to control different cities. My role in all of these projects was to not just come up with the ideas but develop each part of the process and actually work out how to make it fun and profitable. I am looking for a new technical partner that will help realize my new project. This person should be technically sound in html5 and understand how to create multi-player synchronous games. The framework used isn't too important to me as long as its HTML5. Here is what I bring to the table: I have learned from all of my mistakes and failures, but I am dedicated to be successful ( I will create the blueprint for the project and manage the different parts I will define the core loops and how they will be used to make the fun through work / reward cycling I will define the meta game to ensure that there is a proper long term goal to the game that will push people along pre-planned tasks and goals that will always give them something to do. I will define the monetization strategy and determine how best to make money with the game I will define the email auto response campaign to promote virality and earn new players The biggest challenge when it comes to collectible card games are the following Art - I have access to over 1500 cards in 3 sizes already pre done and ready to be used for the first game Marketing - I have worked online marketing for over 10 years and know what it takes to get users for testing and grow a game through virality. users - I have a db of 105k collectible card players that can be emailed to start off the game. What about money! I know that most of your are thinking, I don't want to do this because there is no money involved. I am a believer the best projects are the ones where dedication is the most important cost. I am father of 5 children (aged 5 to 12), I work 50 hrs a week on a major website but I know that I will spend at least 40 hrs a week on this project or more for as long as it takes to get it done. Let's talk equity There will be a payoff to this project and sharing the wealth will be fun, I am offering 20% of the business to the lucky guy that decides to work with me. Here is why I am offering 20%, I am keeping 40% for me, 20% will go to the guy that owns the cards, 20% will be sold to raise money once we have a product that is decent product. Why collectible card games Collectible card games are great because they offer great ways to sell digital products, they are a know product and most guys now have played, pokemon, yugioh or magic. The market for collectible card games is gigantic and there is always room for a new player. Here are some examples from kickstarter - Shift - - raised $21k with a goal of $7k War of Omens - - Raised $32, goal of $30k Element Soul CCG - Raised - $938, goal of $400 HEX MMO - raised $2.2M goal of $300k SHINKUKAN - raised $20k goal $20k Eminence - Raised £52k, Goal £50k Faëria - Raised $94k, Goal $70k Moby Dick - - Raised $102k, goal $25k Alteil Horizons - Raised $59k, goal $40k Now the goal isn't to start with a kickstarter campaign right away but to develop a project that will be worthy to be financed through a kickstarter after it has reached beta. Let's finaly talk about the game the engine for that I aim to create will allow us to build a battle engine for collectible card games of all kinds. It will be divided into two parts. One the meta game, this part is what needs to be done and how the game can be won. the meta game is key to pushing players along and giving them a clear goal. Part two, the battle. The battle will be quick and done fast. In mafia warfare we developed an engine that allowed us to play through a whole battle in less than 20 seconds. We copied this system from one of Zynga's old game called warstorm. Fast battle allow us to ensure that gameplay sessions can be as short or long as the user decides. So what's your choice ? Well if you have read through all of this then most likely I have gotten your attention and you want to know more. The important part to consider is this, if you are truly interested but not decicated than I know I won't be able to work with you, I work only with those that see the goal as not a task but something to dedicate yourself to. I have been living and breathing this new project and I want my partner to also have this level of dedication. The success of this project will depend only on dedication and hard work, nothing can stop a dedicated and positive person. If you made your choice then contact me today and let's get started !
  20. Hi all, Here is a new video tutorial about LREditor. This will teach you how to setup a project by presenting you its hierarchy. Here is the link : https://www.youtube.com/watch?v=Y2_V_wKnjTo (there are subtitles ) You can try it here : http://lreditor.herokuapp.com/ And clone it from GitHub here : https://github.com/L...Riders/LREditor Or simply visit our website : http://ladybugriders.com Don't hesitate to give feedbacks. Soon a complete textual tutorial and some examples. Cheers
  21. Hi everyone, I'm a new user of babylon.js and i'm trying to understand what the [meshe].getWorldMatrix() and the [scene].getTransformMatrix() matrix are representing. What is a WorldMatrix ? when I try to recuperate the world matrix of a picked mesh, I obtain a 4*4 matrix with the Identity Matrix for 3*3 Submatrix at the top left, and with the 3D position at the 4th line and I don't understand why it is like that. And concretely, how the 'Project' function is running ? I have good knowledge in algebra but I have trouble with the documentation. Thanks !
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