Jump to content

Search the Community

Showing results for tags 'fall'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 7 results

  1. So I've been working on a game (First Person Shooter): http://filmsbykris.com/scripts/metal_bullets One of the problems I have now is with the gravity. In stead of having people look through the mess of the code for that project, I've simplified it here: http://tinyurl.com/pfgjthp That scene might take a minute to load. It creates 3,000 random spheres in the scene. You can make the camera jump by clicking the mouse. The problem is this. When the scene gets complicated, and the frame rate drops, gravity slows down. So, in this example scene with the 3,000 spheres I get 60fps in chrome on my desktop. When I jump, it lasts less then a second with my current settings. But, on my laptop (or in a browser that renders slower - example: Firefox) were I get 20fps in that scene, the jump lasts about 4 seconds. This becomes a real problem in my game because on slower machines you can fly across the board with one jump, If I change the settings and adjust them for slower computers, then on faster computers the jump time is to short. Is there a better way of doing this? Thanks for any help.
  2. Hello everyone ! I'm a student in Gamedesign & Programming in Paris and I make games. Video games. HTML5 video games. Using Haxe. So I think I'm in the right place ! It's my first post here, one of my teachers recommended me to share our HTML5 game here ! So here it is, "Fall", made in 4 days within the GameWeek of my school. We were 9 in a team composed with 4 graphists, 4 Gameplay Programmers and 1 Producer. A team entirely made with first and second years ! Check it out here : http://rgarcin-gamedev.com/projects/fall/ Fall won the "Most polished game Prize" and will soon arrive on your smartphones ! Have fun guys !
  3. I want to calculate a distance between object of the platformer and a place it can possibly achieve without moving up or down (face the obstacle or fall down), just left or right. So I use test bodies called this.shadowSide (to watch wall facing) and this.shadowDown (to watch falling). Prefer to call them "shadow bodies". I use this.game.physics.arcade.overlap to determine if the shadow body overlaps the floor. I move shadow bodies (left or right, depending of the direction I need), check overlaps and either continue searching or return a distance. It works well for sprite floors. The trouble is that this.game.physics.arcade.overlap doesn't seem to work with tilemaps. So I am looking for a way to indicate body vs. tilemap overlap. Or to calculate the distance in another way. Did anyone do that? The method with this.game.physics.arcade.overlap used with tilemap (left) and sprite floor (right): http://codepen.io/anon/pen/dPxbJw?editors=001 (use left and right cursor arrows to move bumpers and watch the distance change)The issue with body vs tilemap overlap: http://codepen.io/anon/pen/pvXGWR?editors=001 (I don't know whether or not it is an actual error)
  4. Hi, I showed my problem on the video: https://www.youtube.com/watch?v=7beTqZVm5f4&feature=youtu.be As You see, character is falling down trough platform, but not always, only sometimes. It looks like it depends on computer speed, if is faster, then falling occurs less. If is slower (for example: if screen capture is enabled), then falling occurs more. Collision is checked just by: game.physics.arcade.collide(player, elevator1); game.physics.arcade.collide(player, elevator2); What I observed: if I slow down the "elevators" then falling does not occur (but i need to fix it for every speed of elevator).
  5. Cube Fall A remastered version of Cube Fall with new gameplay mechanics, updated graphics, new features, and smoother gameplay. Tap and drag cubes into rows to increase your multiplier, start a combo, and score tons of points! Clear the board and place cubes in power bars to score massive points! For the best experience play Cube Fall on your mobile device! Play Cube Fall Please post any feedback bellow! It's highly appreciated.
  6. Cube Fall is a game about placing cubes, making rows, and scoring hundreds of thousands of points! Red cubes constantly fall from the sky. You have to tap and drag them to form rows. When a row is made it explodes, gives bonus points, increases your multiplier, and starts a combo. Get multiple rows in row to increase your combo even further! If a red cube hits the ground, in will lock a row, end your combo, and reset your multiplier. As cubes are placed, red cubes fall faster and spawn more often. Along with this, there also is a timer counting down! To earn more time you must combo rows, otherwise you will run out of time. Every minute a glowing row will appear. Place blocks in the row to get bonus points! Live as long as possible and score hundreds of thousands of points, maybe even millions! Want a bit more of a challenge? Then increase the speed! Play Cube Fall! Check Out My Blog!
  7. I'm not sure if it's exactly Babylon.js question, but here's the situation I can't deal with for a while now... I have a box (player), that has velocity and etc. things, right? While the box doesn't touch (intersects) anything it's — player.velocityY -= worldGravity, when it touches something — player.velocityY = 0 and no worldGravity applies anymore, right? Things work as they should. The problem is that -velocityY is so high that player gets inside of the floor and only then stops. I tried everything I could: intersects for meshes, for bounding boxes, points, even rays infos (distance and etc.); but nothing helps because -velocityY is higher than collision code runs (I'm not sure but that's my only though, since less velocity works just fine). Player's velocity by Y gets between -8 and 0, while gravity is 0.25. Any thoughts? player.y++ while intersects isn't an option, of course.
  • Create New...