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Found 24 results

  1. Hello Everyone, I am learning programming and made my first html5 game online. It is a classic abstract board game called Gomoku. It has singleplayer and multiplayer modes. Singleplayer is made with a simple html5 canvas and multiplayer is made with websockets. The AI in Singleplayer looks quite good to me - wins more than I do. It was very fun to make this project alive. I am planning to improve it more. By the way, if you test it, feel free to give feedback, I would really appreciate it. Anyway, thank you for reading and playing, Good Luck Everyo
  2. Guys, I have been adding domino games to my existing collection and recently written AI for historical classical trick-based game of Chinese Dominoes. Your feedback is much appreciated. Tien Gow Online
  3. Hunt prehistoric creatures with your friends online. Build your own base, craft tools, and weapons to survive in a large-scale true cross-platform open world game. This game is an application of the engine I’ve built, to prove a statement: It is POSSIBLE to build a 3D version of the Internet, where instead of browsing through websites, we could jump from one 3D space to the next. I “invite” everyone to make this happen. I want you guys to build your own 3D spaces implementing your own ideas what the web should look like in the future. We could just link them all together and mak
  4. Hi, I've gone through the stuff on skeleton animations on the babylon docs, virtually all examples involve some form of scene.registerBeforeRender or scene.registerAfterRender stuff. I would like to make an humanoid character, say, pathfind and start walking from A and then stopping automatically at B. So, the usual way to do it in C# or other languages is to have the character be at rest pose at A, blend into walk pose and then blend into rest pose at B with the waypoints given. I found that babylon scene.registerBefore/AfterRender calls will not run when the browser tab is not active. So I c
  5. Video: YouTube Update: Big thanks to Freank from indiexpo.com who helped me completely rework the graphics! Let me know what you think! I think it makes a big difference. Also, local multiplayer was added. Hello HTML5GameDevs! Htmlhigh5.com is back with another game after a long time! This time with a puzzle/strategy game. I recently got second place in a rather large AI programming challenge, and I decided to make a game out of the challenge! I did have to dumb down the bot so it is beatable though. Let me know what you think! Play Here: Tower Capture
  6. Hello Everyone, I've been trying to go at this on my own but I've been stuck for days trying to add some basic AI to a cube. Play the FPS style game here on desktop or mobile: https://xtreemze.github.io/Ballistic you can find the full JavaScript here: https://github.com/xtreemze/Ballistic/blob/master/js/master.js Controls: touch the cube button on the bottom to shoot ice cubes and use standard universal camera controls to move and look around. Here's where I'm stuck: I got window.cube to jump and look at the camera but now I need a force to push the window.cube to move
  7. Twitter - Subreddit - Dev Blog - Discord Hello my name is Sam, I'm also the lead artist for Super Combat Squadron. We're a small indie dev team trying to put out a lightweight browser RTS. It's been just myself and one other programmer been developing the game for about a year now but, due to unforeseen circumstances, the lead programmer has had to take a step away from the project for personal reasons. I'm still in contact with him for help in the transitionary period but I'm looking to replace him on the team with some new programmers. Currently we just completed our first interna
  8. How would I create basic enemy AI (say, have a guard patrol and when he hits a wall he turns around) when using tilemaps? I tried using the blocked property but that didn't seem to work.
  9. Hello everyone, I'm developing an AI-focused book for Phaser similar to this one, but a shorter (more like a Handbook, instead). However, some of the techniques and patterns that Phaser makes me use have given me the idea of probably expanding and improving these ideas and convert them into a Plug-in, or work directly on the Phaser repository in order to have a basic AI module similar to arcade physics in terms of scope (keep things really simple, yet functional and friendly to developers). Would you be interested in supporting this work via IndieGoGo? If so, would you rather
  10. I'm trying to make a 2d space game involving a sort of space dogfight between the player and some ai bots. I need help with the enemy ship automatically rotating towards the player, but not being exactly pointed towards the ship 24/7. I want the enemy ship to have some "lag" in its response to the player's movement so it's more realistic. Right now I have a model which is not realistic and would probably be too hard for the player to win: update: function(){ //blah blah var tempAngle = Math.atan2(fightSprites.player.y-fightSprites.enemy[i].y, fightSprites.player.x - fig
  11. Alright, been stuck on this for a few days and starting to think I'm overlooking a very simple solution. I have a character that I want to walk back and forth on the screen. He needs to walk to one edge, turn around, then walk to the other edge, again turn, walk, etc.; rinse and repeat. I've tried simply '+=' and '-=' on his x coord with an if statement but he wont seem to walk in the other direction. Example, writing 'steve.x += 1;' then 'steve.x -= 1;' won't work. He gets to one edge but then stops. I've also tried using tweens but he seems to become jittery as he's a spritesh
  12. Hi, Recently, I was working on this artificial neural network that read emotion from human drawing in real time. Here is an interactive demo link. http://www.enteractive.space/alice/ It evolves everyday. You can also teach her, currently over 10,000 people have their drawings to teach her. I made a small library of it. http://www.enteractive.space/alice-gallery/
  13. Hi everybody, I have another question for the brain trust. I am working on a plane game. I am able to control my plane perfectly fine and I have replicated the plane class to create enemy planes. The question I have is what is the best way to efficiently create a simple AI system for the enemy planes? Here is what I was thinking: I attached a screen shot of a plane with some lines to demonstrate what I was thinking. There would actually be 9 lines total but I am showing on 3 lines. If I detect an "obstacle" mesh via the right rays, then I would have the plane move left and
  14. ponce

    Crajsh

    Crajsh is a simple game we made back in early 2011. I remember getting the sound to work, the GC not to pause, and the canvas to go fast enough was a bit of a challenge (Firefox was at version 3.6). Play it: http://www.gamesfrommars.fr/crajsh
  15. I am currently building the AI for some baddies in a simple video game I'm making. The levels are mostly horizontal with some floating platforms here and there. Using `enemy.state` as an attribute to keep track of what the enemy is doing and by tracking the x and y distances between the player and the baddies, I am able to create a semi-working AI system. But there are still glitches. For example: if the baddie is on a hovering platform and the player is directly below that platform, the baddies doesn't know to walk off the platform to get to the player. Are there ways to create "rays
  16. This board game is available online: http://othellogame.net/revello My focus was on the computer AI. This game has five computer opponents and the champions mode is very powerful, but it's responding fast without making long calculations for the next move! Actually I wanted to develop this game for iOS only, but then I discovered the JavaScriptCore Library by Apple. I was exited, because my JavaScript code in this project works a lot faster than other Othello engines written in C. And the best of all: it can also be used for other platforms! This game is also optimized for mobile devices
  17. So I'm try to get my enemy sprite to follow a motion path and depending on direction the sprite will change animation. So turning left will show the left side, moving up shows its back and moving down shows its face. I can't seem to get it to work, through hours of struggling with it. any help would be appreciated. Here is my code. I almost had it working with prototype, but the final game will be built in this format. /* * initalise Phaser framework with width:960px, height:540px */var game = new Phaser.Game(960, 540, Phaser.AUTO, 'gameContainer', { preload: preload, create: create, update
  18. Hi, yesterday i was struggling with rotation of an enemy. In my game you drive a spaceship and the enemies should rotate to your location in the nearest way (left or right), so they can follow you. This seems to be simple, but i find some problems in the rotation degrees. First i have to find the angle that the enemy should have, to point to my spaceship. I find two ways to do it. The first doesn't work: angle = game.physics.arcade.angleBetween( this , player ); // returns angles between something like 3.1 and -3.1// ( this = Enemy class )I don't know why. Maybe because i am using p2 physics
  19. Hey everyone! I'm making a top-down game with waves, but the problem is the enemy AI. As it stands now the enemy rotates and goes towards the player, but when they all go after the player they come close to each other and it looks silly, like this: The thing is that I want the enemies to avoid eachother so they don't collide. If anybody knows how to do this, help is really appreciated! this is my code for their behavior: enemy1Group.forEachAlive(function (enemy) { enemy.body.rotation += 20, enemy.body.collideWorldBounds = true, enemy.body.veloc
  20. I'm trying to add some movement to the enemies in my game, I have a function which includes the following: var enemyMovement = game.add.tween(this.enemies.children[0]); enemyMovement.to({x: 230}, 1000, Phaser.Easing.Linear.None) .to({x: 50}, 1000, Phaser.Easing.Linear.None) start(); I have two problems: 1. I want the sprite to move at a constant speed, at the moment there is easing which I thought Phaser,Easing.Linear.None would handle. 2. The chaining will not work, the sprite will not move back and I have not idea why, I am getting no errors in my code. Thanks
  21. I have a group of enemies in a project i'm working on, I want them to move independent from one another, I can do this, but the animations are playing up. There is easing even though I have set it so there shouldnt be, also whatever I do the tween wont yoyo, repeat etc. Chaining is also not working, here is an example of what i'm doing: var enemyOne = this.enemies.children[0]; game.add.tween(enemyOne).to({x: 220}, 50, Phaser.Easing.Linear.None, true, 0, 0, true); What am I doing wrong, shouldnt this line make the enemy return back to its original position? Thanks
  22. AI enemies do things from time to time, etc ... It is time in my game, I have to create enemies. I do not know how to deal with the issue, I would like you to tell me some options there. How to make the enemy walk to the left and to the right, jump from time to time, etc .... that sort of thing. Thanks!!
  23. Hi! today my last game became "playable" You can find it here : http://www.arlefreak.com/games/8puzzle/play/ To play use the arrow keys And the source code: https://github.com/Arlefreak/Phaser-8-puzzle-game Currently its using Phaser 2.0.2 It is an attempt to improve my JS and AI skills, the objective is to get the right order of the numbers, I used A* algorithm to find the answer, at the moment you can see the progression opening the console and hiting the arrow button. I will really appreciate if someone could tell me any feedback on my JS or AI skills based on the code or any feedb
  24. Hi all, today y manage to make my little AI exercise to work, it's a classical path finding exercise using A* to solve, this is my first JS medium/heavy project and it can be improved A LOT mainly because I did the A star thing myself from scratch which was fun but hard. It needs some cool animations and player control improvements but if you run it and open the console you can see all the steps to solve it when I'm finished it will be on my website but for the time being here is the source code. If any one could check it out and tel me if something could get improved i will appreciate it
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