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  1. Hi, I am a freelance concept artist/ illustrator, who is currently available for work again! I specialize in character and creature design for fantasy and horror games. feel free to contact me at : [email protected] here is some of my work:
  2. Hello everyone, I've been working on a game inspired by Heroes of Might and Magic and Final Fantasy-esque and I wanted to turn it into a browser game. Everything's been going well until I hit a bump in the road. I thought it would have been smart and easier to put all the sprites of the creatures in an array but doing so only let me use one sprite at a time so if the fight was between 4 Halberdiers and 4 Skeletons then they would on both sides only have 1 sprite. The stats for all the creatures are in a database and so far worked fine. var chosensprite =[]; chosensprite[1]=game.add.sprite(-100 ,-100 , 'skeleton'); chosensprite[2]=game.add.sprite(-100 ,-100 , 'halberdier'); This is what I used as an array. I tried to hardcode all the characters but doing so only created more of a clustermess which doesn't seem good to work with. // The playerunit1 and its settings playerunit1 = game.add.sprite(32+32, game.world.height/numcreaturesplayer*0+64, 'halberdier'); playerunit1.kill(); playerunit2 = game.add.sprite(32+32, game.world.height/numcreaturesplayer*1+64, 'halberdier'); playerunit2.kill(); playerunit3 = game.add.sprite(32+32, game.world.height/numcreaturesplayer*2+64, 'halberdier'); playerunit3.kill(); playerunit4 = game.add.sprite(32+32, game.world.height/numcreaturesplayer*3+64, 'halberdier'); playerunit4.kill(); enemyunit1 = game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*0+64, 'skeleton'); enemyunit1.kill(); enemyunit2 = game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*1+64, 'skeleton'); enemyunit2.kill(); enemyunit3 = game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*2+64, 'skeleton'); enemyunit3.kill(); enemyunit4 = game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*3+64, 'skeleton'); enemyunit4.kill(); selector = game.add.sprite(0,0, 'mselector'); /* playerunit1bolt = game.add.image(playerunit1.x+800, playerunit1.y+16, 'star'); enemyunit1bolt = game.add.image(enemyunit1.x+800, enemyunit1.y+86, 'star'); */ for (var i=0;creaturestats[i];) { playerunit1.unittype= 2; if (playerunit1.unittype == creaturestats[i]['unittype']) { if (playerunit1.unittype = 2){ playerunit1 = game.add.sprite(32+32, game.world.height/numcreaturesplayer*0+64, 'halberdier'); } //playerunit1 = chosensprite[playerunit1.unittype];playerunit1.x=64;playerunit1.y=64; playerunit1.damage=creaturestats[i]['damage']; playerunit1.healthblock=creaturestats[i]['healthblock']; playerunit1.units=creaturestats[i]['unitamount']; playerunit1.defense=creaturestats[i]['defense']; playerunit1.damagetype=creaturestats[i]['damagetype']; playerunit1.attacktype=creaturestats[i]['attacktype']; } playerunit2.unittype= 1; if (playerunit2.unittype == creaturestats[i]['unittype']) { if (playerunit2.unittype = 1){ game.add.sprite(32+32, game.world.height/numcreaturesplayer*1+64, 'skeleton'); } //playerunit2 = chosensprite[playerunit2.unittype];playerunit2.x=128;playerunit2.y=128; playerunit2.damage=creaturestats[i]['damage']; playerunit2.healthblock=creaturestats[i]['healthblock']; playerunit2.units=creaturestats[i]['unitamount']; playerunit2.defense=creaturestats[i]['defense']; playerunit2.damagetype=creaturestats[i]['damagetype']; playerunit2.attacktype=creaturestats[i]['attacktype']; } playerunit3.unittype= 1; if (playerunit3.unittype == creaturestats[i]['unittype']) { if (playerunit3.unittype = 1){ game.add.sprite(32+32, game.world.height/numcreaturesplayer*2+64, 'skeleton'); } //playerunit3 = chosensprite[playerunit3.unittype];playerunit3.x=500;playerunit3.y=200; playerunit3.damage=creaturestats[i]['damage']; playerunit3.healthblock=creaturestats[i]['healthblock']; playerunit3.units=creaturestats[i]['unitamount']; playerunit3.defense=creaturestats[i]['defense']; playerunit3.damagetype=creaturestats[i]['damagetype']; playerunit3.attacktype=creaturestats[i]['attacktype']; } playerunit4.unittype= 2; if (playerunit4.unittype == creaturestats[i]['unittype']) { if (playerunit4.unittype = 2){ game.add.sprite(32+32, game.world.height/numcreaturesplayer*3+64, 'halberdier'); } //playerunit4 = chosensprite[playerunit4.unittype];playerunit4.x=300;playerunit4.y=20; playerunit4.damage=creaturestats[i]['damage']; playerunit4.healthblock=creaturestats[i]['healthblock']; playerunit4.units=creaturestats[i]['unitamount']; playerunit4.defense=creaturestats[i]['defense']; playerunit4.damagetype=creaturestats[i]['damagetype']; playerunit4.attacktype=creaturestats[i]['attacktype']; } enemyunit1.unittype= 2; if (enemyunit1.unittype == creaturestats[i]['unittype']) { if (enemyunit1.unittype = 2){ game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*0+64, 'halberdier'); } enemyunit1.damage=creaturestats[i]['damage']; enemyunit1.healthblock=creaturestats[i]['healthblock']; enemyunit1.units=creaturestats[i]['unitamount']; enemyunit1.defense=creaturestats[i]['defense']; enemyunit1.damagetype=creaturestats[i]['damagetype']; enemyunit1.attacktype=creaturestats[i]['attacktype']; } enemyunit2.unittype= 2; if (enemyunit2.unittype == creaturestats[i]['unittype']) { if (enemyunit2.unittype = 2){ game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*1+64, 'halberdier'); } enemyunit2.damage=creaturestats[i]['damage']; enemyunit2.healthblock=creaturestats[i]['healthblock']; enemyunit2.units=creaturestats[i]['unitamount']; enemyunit2.defense=creaturestats[i]['defense']; enemyunit2.damagetype=creaturestats[i]['damagetype']; enemyunit2.attacktype=creaturestats[i]['attacktype']; } enemyunit3.unittype= 2; if (enemyunit3.unittype == creaturestats[i]['unittype']) { if (enemyunit3.unittype = 2){ game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*2+64, 'halberdier'); } enemyunit3.damage=creaturestats[i]['damage']; enemyunit3.healthblock=creaturestats[i]['healthblock']; enemyunit3.units=creaturestats[i]['unitamount']; enemyunit3.defense=creaturestats[i]['defense']; enemyunit3.damagetype=creaturestats[i]['damagetype']; enemyunit3.attacktype=creaturestats[i]['attacktype']; } enemyunit4.unittype= 1; if (enemyunit4.unittype == creaturestats[i]['unittype']) { if (enemyunit4.unittype = 2){ game.add.sprite(game.world.width - 128-32, game.world.height/numcreaturesenemy*3+64, 'skeleton'); } enemyunit4.damage=creaturestats[i]['damage']; enemyunit4.healthblock=creaturestats[i]['healthblock']; enemyunit4.units=creaturestats[i]['unitamount']; enemyunit4.defense=creaturestats[i]['defense']; enemyunit4.damagetype=creaturestats[i]['damagetype']; enemyunit4.attacktype=creaturestats[i]['attacktype']; } i++; } So my question is if there is anyone well known with Phaser and could help me work out the solution with an array, another solution or if they're is no other choice but to hardcode it or work with HTML5 instead of Phaser. Thank you in advance! index.php
  3. Hello! 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 :-)
  4. Our company has been doing this Free Sprite of the Week thing for a little while, so I thought I'd let you know about it, as it's probably useful to some people here. The idea is that one of the animated characters, creatures, etc. that are normally for sale, is given away for free, and there is a new one each week. It seems to be working well for now, and if people don't abuse it, we intend to keep doing this for some time. This week it's an unicorn... and everyone loves unicorns, so you should absolutely get it! If you don't love unicorns, then there's something wrong with you, really There are also other free sprites if you look in the Market area of the website, and some of them (no, all of them) are really cool The ones that aren't free are still very cheap, especially now, since it's all a new thing and literally everything is 50% off for another week or so. The characters with a + next to their names are "premium" ones, that have a much higher resolution, higher frame rate, a larger number of camera angles, and a more complete animation set. The animation sets have been made in a way that makes them suitable to any type of game, from platforming to point-n-click adventures, to isometric RPG's, etc. Just as an example of what one of these animation sets includes, most of the + characters have the following animations seen from 12 different angles (8 isometric and 4 straight-on ones): Idle, Angry_01, Angry_02, Assemble, Bow_01, Bow_02, Bow_Curtsey, Box_PickUp, Box_Pull, Box_Push, Button_Push, Celebrate_01, Celebrate_02, Climb, Crouch, Crouch_Walk, Dance, Death_Backwards, Death_Backwards_Get_Up, Death_Forward, Death_Forward_Get_Up, Door_Pull, Door_Push, Fall, Fight_Stance, Give_Item, Hang_Ledge, Hang_Ledge_Left, Hang_Ledge_Right, Hang_Wall, Hang_Wall_Left, Hang_Wall_Right, Happy_01, Happy_02, Item_Pick_Up, Jump_Up, Jump_Flip, Kick_Flying_Kick, Kick_High, Kick_Low, Kick_Mid, Kick_Spin, Land, Lever_Big_Pull, Lever_Pull, Magic_Raise, Magic_Sky, Magic_Throw, Magic_Thrust, Point_Down, Point_Forward, Point_Forward_Down, Point_Forward_Up, Point_Up, Pull_Up_Ladder, Pull_Up_Ledge, Pull_Up_Wall, Punch_High, Punch_Low, Punch_Mid, Punch_Spin, Reach_01, Reach_02, Run, Sad, Sitting_Cross_Legs, Sitting_Talking, Sitting_Down, Slide_Down, Slide_Left, Slide_Right, Smash, Standing, Standing_Fold_Arms, Standing_Hands_On_Hips, Standing_Look_About, Standing_Up, Stand_To_Climb, Stand_To_Fight, Step_Backwards, Swim, Talk, Throw, Walk, Wave, What Hopefully you'll find something useful in there. Also, if you have any requests for something that you'd like to see, or want stuff to be made exclusively for your games, this is sometimes possible, so if you want just send me a message and I'll forward it to the people that do these things (I only write code and know nothing about art and animation).
  5. Hello! I have a free open source tbs going on. It's a mix of Heroes of Might and Magic 3 and Magic The Gathering overall. Prototype was released in December, so it hopefully it will improve a lot. I'm constantly looking for more fans / donors / contributors btw! The game will eventually get animations, more creatures playable, adventure maps, new gameplay mods and modes: Augmented Reality (picking up the creatures with your hand, mid air, chess style) or Virtual Reality (being on the combat field yourself, among the creatures). I'm preparing a crowd funding campaign as we speak. Official website - http--,,--//www.AncientBeast.com Source - http://www.wuala.com/AncientBeast (assets) & http://www.github.com/FreezingMoon/AncientBeast (final assets / code / website) Facebook - http://www.facebook.com/AncientBeast Twitter - http://www.twitter.com/AncientBeast G+ - https://plus.google.com/113034814032002995836
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