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Found 28 results

  1. Alien

    Device orientation

    Good afternoon, I, am unable to use device orientation (alpha, beta, gamma) on two Android phones. Can you please assist on this topic? Here is what I do: // On init: console.log(me.device.hasDeviceOrientation); // Returns false on both phones console.log(me.device.watchDeviceOrientation()); // Returns false on both phones // on entity: if ((me.input.isKeyPressed('left')) || (me.device.gamma < { // Never entered ... } The first phone is a FairPhone 2 (Android 7) and the second one is a Jelly Pro from Unihertz (Android 9). The official HTML5 device orientation API works fine on both of them, unfortunately MelonJS fails on both of them. I use MelonJS 6.0.0. Thanks in advance & Cheers from French Riviera, Alien
  2. Danidre

    In-Game Login API allows anyone to incorporate a login system to their game. From what I understand, they login to their newgrounds account, directly in the game, and they can even have that game on their own website. In other words, they do not need to upload the game to newgrounds, yet they can still be authenticated from Newgrounds. I assume an API is used, but I'm not sure how. If cookies are stored locally, or if JWT Tokens are used. I have a multiplayer game which works using 2 separate programs: The server is run using Node.JS hosted by Heroku The client is run on a static site hosted by Netlify (it's a single page JS Canvas game) The connection is made possible using My problem: I want the client to be able to click a button (sign in) enter their unsername and password, and submit; thus making a request over to the server, for authentication. There, the server will verify if that information is correct, and grant that user access (which would be used for saving that user's character data or inventory items). However, how do I handle...authorizing that same user if they refresh the page? How would the server know that that browser is that same computer; that same user. How would that JS static site know to check if it was logged in, or if it needs to log in? Cookies or something? JWT Tokens rings in my head, but I don't have much knowledge to say for sure if that would work. Lastly, how would I send the requests to the API? Using a socket.emit? Or should I use a fetch or axios call to the server from the static site? Then that'll lead to questions such as how to allow requests from that one specific static site, because I know of things like CORS that prevents cross...requests (or something of that sort) I would really appreciate if anyone can help in this discussion, and if they can also link to where I can find discord servers or forums that are targeted to these questions. Since it seems to me like there's a silence in information such as these, and I've been researching for months figuring out everything on my own.
  3. I'm going to be at the W3C worskhop that will be hosted at Microsoft's campus in Redmond in two weeks from now, and I'd like to learn what struggles, needs, or any feedback you have with game development in general. There will be browser vendors, API makers, hardware creators, publishers, etc, so a great opportunity to be heard. My short blog post: Direct link to the survey:
  4. Hi everyone! I have been doing a lot of work with PIXI.js, and it is an absolute wonderful engine. However, I have had trouble with loading extra APIs such as pixi-display and pixi-multistyle-text synchronously in the head tag. I have managed to fixed the issue by loading the extensions once the document was fully loaded effectively inserting an extra asynchronous step, and then running the whole program. I was wondering if anyone had a better solution? Right now it is like this: load pixi.js and all document -> load pixi-display and all other apis -> run javascript And preferably, i was wondering if it would be possible to load pixi.js and pixi-display all together -> run javascript once document loaded
  5. I'm new to BJS, so I'm using the docs to learn. I've noticed some typos, so I forked the docs github and pushed fixes. Nice and simple. However, when using the API to find more info about classes or methods, it's a pain to scroll through and seek the right one. Even with a page-search (ctrl+f) there's multiple partial results. So, I wondered if I could add Alphabet linking to Classes, Properties, and Methods - the big lists. So, the top of each list has A, B, C... Z. You click H, and you see all that start with H. Each letter group has a minimalist separation from the others. I searched the github for where to edit and how, but got lost. Is this possible with the currently used typedocs? Any tips on how to do it? I've read from the typedocs website already, and searched about the docs github, to no avail.
  6. Hello Forum Members, I am starting development using BabylonJS Engine and just wanted to see where is the best place to get understanding the use of the engines api's? I find the documentation section of the official site quite lacking(see image). I have been googling for 4 hours and can't find reasonable examples of how I should be using the api's . I have started watching the 8 hour video series, but wanted to see if there is a good source for referring back to during development. Let me know if I am missing something here? Thanks,
  7. Hello, i m looking for some text editor or ide with autocomplete working with phaser. I was trying do smf with sublime text 3 (love this editor) but couldn't make it. Also i was trying with VS15 but Phaser Themplate is out dated
  8. I am a student currently working on a simple Picture Reveal Game. The way it works is this: A picture is hidden behind a grid of squares. Each time you click on a square a trivia question pops up and if you answer it correctly part of that picture is revealed, if not, you lose points. The aim is to guess the picture. We will use an online API for the questions. That being said here are my concerns: I understand PixiJS is only a rendered with capabilities of taking input. Will pixiJS be sufficient for the game I am planning to build? I will need some sort of database that holds a collection of images (as I do not want to use Flickr API), and will also need to keep a track of the state of the game. Will PixiJS and regular JS be enough for this task? Or do I need another library as well?
  9. we have a casino website with a few games and want to add some new games. we bought ready game scripts and some need small changes to match the design and layout of our other games on site more details in private chat
  10. Please check out the U3D - BabylonJS Thread and take a look at the videos: Check me out
  11. it is a question that has already been often asked but no real answer. Can a kind soul could adapt the concepts of this tutorial about fulscreen on this empty phaser here the virgin jsfiddle var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload,create: create, update: update, render: render }); function preload() { game.load.image('circle', ''); }; function create() { }; function update() { }; function render() { } I believe that this solution will delight many people....thanks for the repliers
  12. Howdy, I want to track some gameplay stuff for my game, like how long gamers are playing, if certain key events were reached, choices made etc. Are there any online services that provide a JS API I could use? Don't want to re-use the wheel. I know there's Yahoo's Flurry and Google Analytics, but they don't seem like the best fit for tracking gameplay stats. Unity also has stats, but it's for Unity games (currently using Phaser). Put a request to but it's invite-only. And looking at Playtomic, but it rcently ended official support so not sure if it's the best solution (reading on the new open source thing you set up on your own server. Trying to set it up Heroku and it's pretty confusing, not understanding how it all works together) I tried searching but not getting much luck outside of these, and would rather not build my own PHP/DB and API again. Thanks for suggestions!
  13. Solved.
  14. Hi, Phaser Chains was updated to support the last Phaser release (v2.4.7). The plugins for IntelliJ and Eclipse was deprecated. Yet you can embed Chains as a web view on them. The plugin for Brackets was updated. And we migrated from bitbucket to github. Test it online. Regards, Arian.
  15. Hello Guys! at Grey Rook we had the need to have non-code descriptions of the PIXI stage and animations, you know, like HTML. So we created POM - PIXI Object Model. It is JSON and if you know PIXI you know POM: { "type":"sprite", "values": { "position": { "x":100, "y":100 }, "source":"image.png" } } We built all our tooling around this, one of our clients has nearly 3k animations using it, with over 99% of them sharing the exact same JavaScript and are pure JSON! We want to share some of the internal tools and helpers we wrote with the PIXI community. We are starting with POM - the most central piece. So please let us know if there is interest! The documentation is a bare minimum and we are going to improve it - let us know what you are looking for! Details Our scene is composed of elements, like Containers, Sprites, Graphics, or any other custom element you come up with. What attributes these elements have is represented as JSON data, like the example above. All you have to do is pass the data representation to the manager and let it create the scene for you. It works like a factory, where you can register any custom Element you want, as long as it has the methods for processing the JSON data. We extracted POM out of our internal source tree and open sourced it. If there is interest more is to follow, for example our tweenJS-based AnimationManager, that takes JSON data of timelines and creates all the tweens for you, aswell as synchronize animations that use our custom tweens for controlling videos, and checking their buffering status. We hope this is useful for others too, so we can build it and make it awesome together. For a start we have created a minimal project page where you can find the information we have collected so far, we are currently mostly looking into improving our documentation, test coverage and examples. Why We built an online animation editor where users can create (and animate) scenes direcly in the browser and view them again anywhere else in a player. For this we mostly use PIXI (and TweenJS), the backbone of the project is our PIXI Object Model (POM) and its' manager. About us We are Grey Rook Entertainment, a software development and graphic design company from Mülheim an der Ruhr in Germany, designing and manufacturing interactive HTML5 expieriences, and connecting them with the real world.
  16. How to make the appearance of a sound only when the moving mesh. I want to move the mesh only arrows. If I write "autoplay:true" the music plays regardless of the movement of the mesh. var ms = new BABYLON.Sound("Violons", "sounds/violons11.wav", scene, null, { loop: true, autoplay: true }); ms.attachToMesh(box);If I write "autoplay:false" the music is not playing regardless of the movement of the mesh. Example:
  17. While its not recommended for a newbie to attempt the impossible, but I would really want to get right down to business in getting the Facebook API working in my game. I read there been games manage to implement API with no problem but didnt see much snippet with it. I'm gonna get SSL cert for my server to test the game thru facebook. Is there any advice on implementing Facebook API? p.s. hopefully it'll be painless :x
  18. Hi All, We are a new start up and are looking for games developers to provide us with multi-touch table top games. You would need to integrate our API which will be provided at a later stage. The games shall be played by 8 players on a 42”,48” table top multi-touch screen. We are looking for very simple yet challenging games for the players to play against each other. The graphics need to be good(cartoonish and rich in colour) Below are some examples of the games that we are looking for (not exactly but to give you an idea): 1 don't crash 2 bunny hitting game 3 slingshot racing 4 Bloop table top finger frenzy 5 spinwars 6 Lux Ahoy 7 Fingle 8 Wrestle Jump 9 ice cream please There will be upfront payment and as mentioned it is a long term working partnership there will be recurring payment as well. If you are interested please PM me with the following information: Company Name: Contact person: Contact person’s contact(email or skype): Example of past finished games:
  19. Hello, We've created a new rewards solution that provides a value-added feature to personalize the user experience, thus help engage and retain players for longer, more frequent play sessions. MyBeanJar (MBJ) delivers targeted mobile coupons for game achievements and loyalty, which are saved in a mobile wallet allowing them to be redeemed at the right time & place. The coupons are for relevant real and virtual goods, based on each player's unique preferences and location. For example, by beating a level a player could win a free drink at Starbucks, or a power up from a new game, credited after install. It's a new way to honor and celebrate achievements, both in-game and post-game, without interrupting game flow. Here's a few of the amazing benefits MyBeanJar offers game devs & publishers: Monetization: publishers earn incremental income/ rev share via coupons distributed in games that won't conflict with other ad units,New player acquisition: publishers' games are listed in the MBJ games tab, including descriptions and links for MBJ users to discover,Cross-Promotion: publishers promote their other titles via MBJ offers for virtual goods, power ups, or other credits to drive installs.For more details, please see the HTML5 SDK link on Github, and/or contact me with questions. Thanks for your consideration! David Chodosh, Co-Founder Sample HTML5 game deployment MyBeanJar Google+ MyBeanJar LinkedIn MyBeanJar Facebook @MyBeanJar Twitter
  20. My article and tutorial were both posted recently, so I'm sharing the news: 2D maze game with Device Orientation at Mozilla Developer NetworkMobile game development with the Device Orientation and Vibration APIs at Mozilla Hacks First one is the tutorial about the demo game Cyber Orb created with Phaser, the source code is available on GitHub. The second one is the article about the same game, but focused on explaining both APIs used: Device Orientation and Vibration. Hope it helps someone. Let me know if you have any feedback about those.
  21. Hello, Someone know where I could find the api documentation that's at in an offline version? Tx
  22. BLACKCELL.js - open-source project that provide modern, JS-friendly API for real-time 3D rendering over WebGL. The project's aim is to give an expressive tool for rapid prototyping and publishing complex rendering techniques. It also useful for 3D-projects which require low-level API features and commonly used implementation at the same time. The features:- Linear algebra (vectors, rotations, transformations) and geometry primitives- Staging graphics core (designed for custom rendering pipelines and shaders)- Common implementations (frustum culling, attributes & uniforms binding, context lost handling, etc)- WebGL Extensions supported / WebGL 2.0 oriented architecture
  23. Hi I'm Thomas co-founders of Ukkio. I would like to introduce you our platform for HTML5 games. It is based on a very simple concept: to play a game, the user must insert a coin. The price of a coin is $ 0.06 and we sell them in packages. We thought that this system allows users to try more games without any advertising. We strongly believe in "Do Not Disturb" the player with banners, especially in mobile devices. Ok in-app purchase exists, but in our opinion has ruined many games (on the player side). The 70% of the coin's value goes to the developer. Players have free coins at the first access to try the games (we have also other strategies to get the interest of users). We are currently in the initial stage and we have released our SDK ( We provide to developers free hosting, unlimited bandwidth, game promotion, payment system, free support. Here's an example of how easy it is to install our SKDs from the command line: Install Node.js and execute command: $ npm install ukkio-cli -g $ cd /my/fantastic/html5/game/folder $ ukkio sandbox $ Sandbox started: point your browser at http://localhost:5005/ Visit our developer site Please contact me if you want to learn more or if you have questions. My email is Thanks, Thomas
  24. Hi All! Check it out - launching their own API for AD/IAP for HTML5 games. $200 per game for 5-minute work EDIT: If you use haxe/flambe this link can help:
  25. Does anyone have any issues using phaser with some other plugin or API? I'm using phaser+Samsung API and seems Phaser is overlapping the TV Keys. An evidence at first glance is that is not given the correctly key from Phaser to TV, so that I can't handle it. Just to share that situation using Phaser and 3rd part libraries.