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Showing results for tags 'battle'.
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Kingdom of Objalinsk (Phaser3) - RPG Game Website
Jablonskia posted a topic in Demos and ProjectsThis is a game I created using Phaser3 for my final project at my coding bootcamp last year which I converted from a Pygame version I created in the early weeks of my bootcamp. You could find a youtube video preview of the game at https://www.youtube.com/watch?v=YZhNVVPbvzI. The actual game that can be played is located at https://jablonskiwebdevelopment.com/rpg/objalinsk. You will need to create an account to play as your stats are saved for if you want to return to the game. (I ask for an email during signup but you could provide a fake one if you do not want to provide a real one as there is no email verification). The game is mostly complete aside from a few parts of the map that just randomly end. You could fight multiple enemies who all have different special attacks and buy items from the store at the beginning of the game.
Collision on map to open BattleHi Phaser community, I'm new to game development and found the source of the game PixelQuest on CodeCanyon. What i would like to do in this game is to add a battle functionality like the one of Pokemon, so on random grass spots there should pop-up a 'battle screen' with an opponent and my own 'pokemon' Hope that someone can help me in the right direction :-) Kind Regards, Mugaru
The Drawing Machine posted a topic in Game ShowcaseHi everyone!! I have uploaded my last game, you can try it here: KARTWARS.io KartWars.io is a massive multiplayer IOgame developed in Phaser 2.6.2, Websocket and node.js. In this game you must get coins and smash your enemies using different items. Other players will try to kill you and steal your coins, but you can use your Energy Shield, although this will decrease your Coin Score. Your Coin Score speeds up your kart too. You can use the radar to locate the top three players. Here are some screenshots from gameplay: There are six different items you can use. Bullet, Missile and Mine have a three ammunition version and there is also an Aleatory Item. If you touch other kart when your Item Slot is empty, you can steal his item, be careful, your enemies can rob your items too. You can drive a standard kart, although we have added some new skins that you can unlock. Currently we are still working to improve it and we are developing the app for Android. Enjoy it and hope to see you in the Top Ranking! - KARTWARS.io -
[Phaser][Battle][Match 2] Viking: Way to Valhalla
CrazyGames posted a topic in Game ShowcaseValhalla awaits your enemies in Viking: Way to Valhalla! This highly addicting, match-two battle game places you in the role of a Viking protecting your village and trying to save your woman! Available on both desktop and mobile, you have to match symbols of the same color to create another one and match swords to execute an attack to shut down your enemy. Use tactics and forward thinking strategies to defeat your enemies and save your people! Will you prove your worth in battle or will you end up in Valhalla, defeated? The game was built using Phaser. Link: https://www.crazygames.com/game/viking-way-to-valhalla (works on both mobile and desktop) Have fun! And feel free to give feedback!
Update - the game is now available on Google Play as a native app: https://play.google.com/store/apps/details?id=com.afgt.naval The link http://www.askforgametask.com/mobile/games/naval/ Description Naval Battle is an HTML5 arcade game in which your mission is to destroy a fleet of enemy cargo ships before they deliver ammunition and provisions to the enemy troops. You are the commander of the VIC Victory, a fast light tank used by the Mobile Costal Artillery in defending a country against sea attacks. Your tank is armed with a limitless supply of anti-ship shells, but be aware that only one shell can be in view at a time! You have only 70 seconds to sink all enemy ships. They are not armed, but they are protected by the gun fire from a fortified enemy battery on the other side of the bay. And they are moving with different speeds. So you need to aim very carefully! The game ends if you fail to complete the mission within the 70-second time limit or if your tank is destroyed by enemy gun fire. Controls Use the left and right keys to move. Use the up or space key to fire. Screenshots
Bitewka - simple battle game
[js13k] RGB : Reverse Ground Battle
Mattia posted a topic in Game ShowcaseHello there! This year I've discovered the js13kgames competition and I've decided to find some time and give it a try! It has been really challenging and I've learned a lot! Unluckily I've discovered the competition a little bit late so I've just had like a week to create my game but in the end I managed to do it in time 2015's theme was "Reversed" so I've decided to create something a little bit crazy, and pretty hard to play: a fast paced survival space shooter in which enemies have the same color of the background. You will have to reverse the background color to reveal hidden enemies, avoid their bullets and survive! It is mobile compatible and here's how to play: - Desktop: arrow keys to move, spacebar to reverse background color. M to toggle mute. - Mobile: tilt device to move, tap to reverse background color. You can play Reverse Ground Battle here: http://js13kgames.com/games/reverse-ground-battle/index.html Here's the source code on GitHub: https://github.com/MattiaFortunati/Reverse-Ground-Battle And here's a screenshot: It was my first time using jAllegro and bfxr really saved my time! I had some issues with mobile browsers compatibility but in the end I managed to create this little game with great fun and satisfaction! I'll just leave this here in case you want to play some unusual game, while hoping that the source code can be helpful, too! Have Fun!
Complex Menus (Menu-Based Battle Systems)While working on my current project, an RPG with a Pokémon-esque menu-based battle system, I've begun to struggle with figuring out how to have complex, multi-layer, text (BitmapText, rather than button or image-based) menus. By "multi-layer", I mean that a menu can bring up another menu, ad infinitum, all potentially with different menu layouts (a list or a grid, for example). By "complex", I mean that the selections within menus can have wildly varying results; there could be a different function called by each selection, or there could be a few different functions that receive different parameters depending on the menu selection. An example: -Fight -Talk -Use Item -Run Away Selecting Fight brings up the following menu that appears on top of or next to the previous menu: -Attack1 -Attack3 -Attack2 -Attack4 Selecting any of those attacks calls a particular function targeting an enemy. Selecting Use Item brings up the following menu: -Item1 -Item2 -Item3 Selecting any of those items would call a shared function, passing in the name and stats of the item as parameters. Selecting Talk calls a menu with a list of things to say. Each selection would trigger a short dialogue, with periodic menus of its own, before returning to the Talk menu (or the first menu). Selecting Run Away calls another menu: Are you sure? -No -Yes Yes ends the battle, closing all previous menus and opening up another image to show post-battle information, while no simply closes the yes/no menu and returns the player to control of the previous menu. Pressing the back button on any menu would return the player to the previous menu. So, does anyone know of an elegant way to implement such a system in Phaser? Suggestions, links to tutorials or guides, pseudocode, descriptions, and actual working Phaser code are all welcome. Something that minimizes hard-coding, so as to allow things like an external XML, JSON, or text file that contains, say, character dialogue, to create menus for branching dialogue purposes, would be even more amazing. I'd like to avoid using the DOM or anything outside of Phaser for visual display, but anything along those lines that anyone is willing to share could still be helpful. I'll be working on this for a while, so if no one has posted a better response, I'll try to sum up as close as I am able to get over the next week of work. Thanks!
need help upgrading Phaser
Dread Knight posted a topic in Phaser 2Hello! I have an open source turn based strategy game that's running quite an old version of Phaser 1.1.3. I tried migrating to version 2.0.5 today but I couldn't pull it off and ended up reverting my attempt. I'm rather noobish when it comes to Phaser, so I could really use some help porting to the newer version. You'll get credited and also receive reputation points and will share your website on the project's own website and such. The github is https://github.com/FreezingMoon/AncientBeast - issue https://github.com/FreezingMoon/AncientBeast/issues/718 Official website http://AncientBeast.com - I'm constantly on Freenode in #AncientBeast channel, any help greatly appreciated! I've attached a rather old screenie below :-)
Blue Weapon [WIP]
wands posted a topic in Game ShowcaseHi everyone, I've been lurking around here for sometime now. Finally i've got a game to showcase to everyone here. Still work in progress though. I present to everyone, Blue Weapon - Link below. https://googledrive.com/host/0Bx7Ociw4jEolTVJyWmhuQUlqaUk/index.html I came from impactJS. So of course I bought a copy of the impact engine I bought impactjs almost about 1 year ago and I've been working on my game ever since. This is a shootem'up game that has the following features: 10 levels 3 different enemies with different abilities 2 ways to shoot them down. Either shoot your normal weapon or shoot plasma to stun them. Left mouse button or right mouse button. The game is still in beta stage so I left with a few things to be done. Music and sound effects. Splash screen and In-game power up modules. I hope you guys can provide me as much feedback as you can. Let me know if you don't like something in the game.