Jump to content

Search the Community

Showing results for tags 'godot', 'web', 'rpg' or 'game-design'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • 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

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

  1. Disclosure: I work with SEELE. This is a technical note from a Godot 4.6 prototype generated and reviewed in our workflow. The project is a small dungeon-management RPG with a Web export preset. Its loop is: dig, assign rooms, recruit monsters, pay upkeep, and survive a hero wave. The biggest debugging improvement came from separating three states instead of adding more systems: 1. Build state — whether a tile operation is valid and readable. 2. Economy state — whether cost, upkeep, and pressure are visible before combat. 3. Combat state — whether hero and monster outcomes explain what changed. The prototype uses an 18×13 grid, explicit room/trap tiles, four monster classes, three hero classes, and replay scenarios for the full loop, placement, combat, and results. For browser-game developers, which of these boundaries usually fails first in your prototypes? Workflow notes: https://seeles.ai/workspace?utm_source=html5gamedevs&utm_medium=community&utm_campaign=rpg_acq_202607_w1&utm_content=godot_web_state_boundaries_01
  2. I’ve refreshed an old game I originally developed with Godot 3.5 and completely rebuilt it using Godot 4.5. The new version comes with smooth animated buttons, improved visuals, and plenty of bug fixes for a cleaner, more enjoyable experience. If you’re a fan of classic Minesweeper, you might really enjoy this one. Thanks to a plugin, I also managed to shrink the web build size from 40MB down to around 10MB, making it much faster to load and play. For testing and feedback, I’ve uploaded the game to the GameMonetize platform. If you’re curious, you can find the game link below and give it a try https://gamemonetize.com/minesweeper-find-bombs-game
  3. In this game you will use your special costume which allows you to transform into mechanical objects (Car, Rocket, Helicopter, Magnet, Motorcycle, ...) to avoid obstacles, collect Vortex Gems in levels and defeat the Assas (The bad guys who want to destroy the world). The Multiplayer mode allows you to participate in world championships with other players. With this game you will always discover a new way to have fun! Game link: • Web (HTML5) version (Gamemonetize.com) • Android version (Google Play)
  4. Hi guy's! Psychic Colors is our last game, this is an arcade game, play it and enjoy! Short Description: Psychic colors is a fun arcade game in which you have to use your psychic abilities and move the colored blocks to the right place. Features: Web and Mobile compatibility Retro music and art Spanish, English,German,Italian,Portuguese, French,localization Play Game Here Also available free on: Google Play Store Any Feedback is appreciated.
  5. I want to make a 3D RPG. I already have the storyline planned out. I also already have a 3rd person camera set up in playcanvas, but since i'm not amazing at programming yet we can use whatever game engine the programmer wants. The RPG will have 4 characters, including the main character. It will have a lot of action elements and I want it to be very atmospheric. I also want the graphics to be low poly. With the programming I can try to help a little, but ill probably wont be of any use. Thank you and i hope you want to join our team!
  6. https://letterfall-test.herokuapp.com/ *Made with PixiJS V4.7 and Box2D library* This is a solo project which was initially done to help grow my knowledge (self taught) but has slowly grown into more. I have done pieces in my spare time over the years. I was drawn in by the liquid-fun library/demo and wanted to create a small game with it. So what is this? A daily word game with physics and water! Some basic points (Also found in Help tutorial on site): - Every day a new word is loaded (midnight est) - The word will be incomplete - Top left shows a hint (not always) then below a partial Answer - There’s a pointer under the character space of the Answer to show the next character that needs to be chosen - Each space in Answer is color coordinated: orange being a consonant, green is vowel, and purple is a number. - Clicking on the letters on left or numbers on right will drop it in middle of screen where water is coming down (water helps makes the fall more random … letterFall.. WaterFall.. yea 😅) - The letter or number will hit the diamond shape below near where it falls, which will trigger a color: Red is wrong letter, Green is correct-however, needs to land on platform near bottom of screen - Clicking the directional keys on bottom will ‘nudge’ the last letter falling in given direction - Ultimately, the goal is to get the correct Letter to Fall onto the platform at bottom of screen for 3 seconds… doing so will confirm and then onto next letter until word is complete. - Scores are based on times to complete - I’ve tested on a lot of devices, and layouts should work on most platforms, however it does hammer on battery some until I further optimize… lower battery (sub 20%) will hinder performance unfortunately. Other notes: - This is still very early, pre-alpha!! Changes/features/etc are planned - There are leaderboards for each stage - Your score and attempts are tracked, and can replay stages up to the current day - Each day/word will have a set of RANDOM modifiers that get determined with the Word —then saved so when replay, the modifiers will remain same (so leaderboards are accurate using same modifiers for all) - Can login as a Guest, however, Guest scores will get deleted after two days - Planned for future: a modifier for possible horizontal ‘bullets’ (forewarnings on screen), seasons, and would like to have custom avatars solely based on personal career stats —> score/attempts/etc - It’s completely free now (no ads or slimy monetization) but I did put a lot of work into this so eventually maybe a donation page to keep it free of intrusive monetization will happen Known issues/bugs: - Can sign up with whatever name and password (There is a naughty word filter)… But need to remember (case sensitive) as I do not have a recovery process implemented. I do plan to use email as login credentials eventually. But for now, signing up requires no other info other then your login/pass. I know this is a way to circumnavigate the attempts tracking and will be addressing this in later updates. Also Guests will only be able to see first 5 questions of a season. I don’t want to require a long signup process or requiring personal info, etc. - It’s a pretty heavy game with the physics / water. As mentioned earlier, it will drain battery faster than most lighter apps. I’m constantly learning and improving this - ^^^ The coding is not professional 😐 but continuing to revamp it to be better and optimized. - No news link, plan to add this later so can stay up to date with my plans Phew… that is a lot but it’s a relatively simple web app game ! Hope some will enjoy LetterFall-Daily. Feedback and discussion always welcomed. Cheers
  7. PhaserQuest - Roleplay Mod. This is a version of PhaserQuest with RPG elements in it such as levelling and an equipment system. Many thanks go to the original developer of PhaserQuest and of BrowserQuest for the assets. Play the Demo Here: http://vps128058.vps.ovh.ca:8081/ Note 2 - You also need to be level 2 to equip the next beginner sword. The dialog is missing for now.
  8. Hello fellow game devs ?‍? Here is my HTML5 game “8-bit Pocket Wrestlers”, a parody of Prowrestling and Pokemons. Catch and collect pocket-wrestlers, make them fight and evolve. You will also have to solve funny (stupid) puzzles. Of course it will be funnier to you if you are into prowrestling. No copyrighted characters though, instead there are funny parodies, like Josh-Seenothing, the guy who can't see his opponents, Triple-Cylinder and his gang of D-generates bikers, B.C.-Punk the stone-age superstar, the Young-Geeks, 130 other ones, and I keep adding new ones from time to time. I actually made this game back in 2013 but never released it. It was my first RPG, and also my first pixel-art game. I made several other games, before and after this one, but never released them neither, it will be the first one that I share. Before I put it on GooglePlay I wanted feedback on it. It's pure javascript, no software or engine or library. You can play like a classic RPG with the keyboard or usb joypad or touchscreen joypad, or in 'point and click' mode. English, french and spanish languages are available. ( You can play for free and there is no ad, however you can't finish the game if you don't buy the complete version for 1.5 EUR / ~$1.77 . ) play in your web-browser or install the apk on android Please tell me what you think. Is the game too difficult or too simple ? Is the fight system too simple and boring ? Is a puzzle too difficult to solve ? How good/bad are the graphics and musics ? Is the free part too short ? Is 1.5 EUR too expensive for such a game ? And of course, please report any bug. (tell if you played online or apk, the name of your device and the version of its OS, and web-browser.)
  9. Play the game here: https://internationalmafia.world/ The game is a incremental, idle multiplayer in Google Maps with mini-games for earning money. Start off by pickpocketing, and move up the ladder by selling drugs other players have farmed and distributed. Use the Google Map's Street view to capture hostages and then negotiate ransom with the FBI. Eventually you can build bases and your own buildings, claim territory, make enemies or allies with other players, trading partners or fierce competitors, all inside Google Maps. The game has around ~15 people who play regularly. I hope to gradually increase the playerbase eventually. The game is quickly growing and is updated almost daily. Technology used: Vue.JS, Firebase, Socket.IO, Google Maps API, Phaser 3, Node.JS
  10. Hi guys, I've been making a game project recently which I wanted to add some relatively basic lighting effects to. I really struggled with anything I found online and basically everything seems broken. After researching alpha masking and texture rendering at runtime I've come up with a demo which finally puts the entire piece together so people can use it. I really hope this makes a difference to peoples learning experience, their games and their appreciation for PixiJS. I welcome any mods to the pen as I'm not the best at writing super hot JS, I just want it to work. The demo includes moving a light cookie, changing its alpha, and overlaying a rectangle to emulate day/night - all which blend together nicely. The code can be found here: Thanks a lot guys, Some footage inside a working game demo can be seen here: And some more of my game concept can be seen here: This is the effect it has when used as lighting in my game, keeping in mind i have extra shadows on the tileset: Jammy.
  11. Hi, I've made Android version of my game and added to Google Play. Google Play: https://play.google.com/store/apps/details?id=com.oguzhaneroglu.vegetables HTML5: https://evrenselkisilik.itch.io/vegetables
  12. Minus the choice. and adventure. Day Job is a delve into the mundane. Play the role of a generic office worker. What do you do? Work, slack, or consume. Once you finish your day at work a narrative will occur to your character. This is based on your character's personality. Whoa, that's right. Getting psychological up in here. We actually follow The Big Five Personality Traits and narratives and items both affect these traits. Some narratives require a certain range of trait values. The game itself is made using angular2pixi (found here) which we created to integrate Pixi into Angular2+. The code itself should be obfuscated, so no peeking BUT we are more than happy to answer any questions about the development of the game. Overall, making Day Job was a grandly satisfying endeavor and we hope to grow it into something great. The narratives in the game right now are placeholder while we work on the real story. We hope to cleverly explore the human condition and poke fun at capitalism, consumerism, and modern day wage slavery. If you'd like to follow our fledgling game studio or stay up to date on Day Job development make sure to subscribe to us on social media: https://medium.com/@rhgames https://twitter.com/RbtHGames Enjoy! Browser: http://day-job.io Android: https://play.google.com/store/apps/details?id=com.rabbitholegames.dayjob&hl=en
  13. Good evening world I'm new to posting anything like this online so bare with me if I meander a bit I'd like to present little something I've been working on for the last 5 weeks. In short, It's a work in progress incremental game about exploring space called Top Fuel Spacer. In long, It's an incremental game with a vast scope. The end game vision, is to have an incremental game with a tone of content. Tasks (i.e. Quests), collectibles, achievements, characters, customization, random generation, ui themes, prestige, conversation trees, research, engineering, building, hacking, mining, attacking, defending and chatting - single player and multiplayer. The laundry list of tasks can be found on this Trello board https://trello.com/b/lEMbH9W8/top-fuel-spacer My goal is to build a community driven game. Developed in tandem with feedback from players. The current build of the game can be found and experienced here https://top-fuel-spacer.herokuapp.com/ It's mostly a mere proof of concept skeleton, conceptually representing some of the systems, just 10% of the game if I'm being generous in estimation. Not much in terms of actual gameplay yet. What I'm looking for from you kind strangers of the internet, is some form of validation for this game. Your opinions. Your questions. Do you like it? Should I continue with it? Looking forward to your feedback. Have a good night PS: I've made a Discord thingy for the game https://discord.gg/ak3WBJ8
  14. Check here ! Well, not actually the first game, but first which I’m finally done and self-publish. The game is pretty simple: just repeat numeric sequence. That easy! Nothing should be difficult ))) It works on top of HTML5 technologies. Powered by preact and by pure css effects. The intend was to learn react hooks and dive deeply into css. After a while react was replaced by more lighter and faster - preact. As you can see, those are not quite usually used for game dev., but I was motivated So, please, give me your thoughts about this one. Check here !
  15. Hello. I'm indie game developer and currently working on Offroad Mania — game for everyone, who like off road and challenge. Offroad Mania on Steam https://store.steampowered.com/app/1222040/Offroad_Mania/ Write me in Discord and I give free game keys https://discord.gg/S7qpVaB Free web demo https://html5.gamedistribution.com/268e3f7dc6e6481298fafa5f3cf9e911/ Features: — 120 levels with rocks, trees, bridges, springboards etc. — 5 amazing 4×4 off road cars for fun — Car physics based game — Car and driver customizing — Fun driving gameplay — Colorful and clean game graphics — Gamepad support — Fullscreen mode p.s. In the future, I plan to do free updates (new cars, new tracks, etc.). Therefore it is very important your feedback and suggestions. Thanks for comments! Contacts: Email: activegamesbox@gmail.com Discord: https://discord.gg/S7qpVaB Twitter: @activegames
  16. This is a copy of the first devlog I published on my blog a few months ago. You can see all the devlogs and sign up for the newsletter to get the next ones directly to your email at https://antriel.com/rpg/. Devlog 1 Few days ago I have decided to start an RPG project, as that’s what I’ve always wanted to make. I will be fairly limited with graphic assets and time, but at least the coding part will be fun. I will make do with what I have available. Right now I have depth sorting implemented: I’m using art assets. Tiled for level editor. Haxe as programming language. Phaser 3 as framework. Coffee as fuel. So far I’ve went through map loading (surprisingly simple in Phaser 3), animations based on keyboard input and basic collisions using Phaser’s Arcade. Then I switched to using Differ for collisions, because Phaser’s Arcade physics couldn’t handle custom shapes per tile by default. Given that I expect more requirements from the collisions/physics system, I like having more control over things instead of letting Phaser handle it all for me. After that, it was time to refactor all the code, because it was getting messy. I choosed to use ECS architecture, because I used it before and I find it very nice for these kind of games. Especially considering how big the game might grow, it’s important to keep the code clean. I was deciding between using Elias Ku’s ECX library and Kevin Leung’s ECS. Ultimately it probably doesn’t matter, but I chose Kevin’s. At this point the ECS consists of RenderSyncer, KeyboardInput, Movement, PhysicsDebugDraw, PhysicsSystem systems, and Velocity, ActorState, DifferShape, InputControllable, Position, Renderable, StaticCollidable components. This will change a lot as the work continues. Next I made a custom preprocessor for Tiled level files. I’m converting them to custom JSON that contains only the data I need, in format the game expects. This also allows for making rudimentary checks against typos and missing data. It also means I’m no longer using Phaser’s tilemap loader, and instead had to write a bit of code to populate the tilemaps myself. While this is some extra work, it allows for special handling. Last thing I did was implement depth sorting. Phaser can’t render different tiles at different depth, or allow you to insert something (like a moving character) in between tiles. If you look at the GIF on top, you see the character can move behind and in front of the tree log and the sign board. If they were part of a Phaser’s tilemap layer, it wouldn’t work. Instead, I mark the layer in Tiled as requiring depth sorting, and the game then creates individual depth sorted sprites. This way I didn’t have to change the level editing workflow and won’t need to manually handle future similar cases. Next I plan to work on some UI, changing location (loading different maps, like insides of a building), NPCs and interaction, and combat system. Subscribe to newsletter.
  17. Being a shepherd is not easy. Sometimes, your sheep decide to leave the ranch on their own. Sometimes, there are wolves that live nearby. As a shepherd, you job is to find your sheep and bring them back home before the wolves can get to them first. Alone, you may be powerless, but with the help of your fuzzy friends, perhaps you can save them all. Sheep Savior is a class project, built by a small team of two people. It is a 2D, top-down game where you wander around collecting sheep and even throwing them. We would like to get feedback on how interesting the game play is, how repetitive some stages might be, and general opinions on how the game could be made better (within reason). One big thing we would like to know is if the game is generally appealing. The game can be found at: https://axp123.itch.io/sheep-savior Screenshots (can also be found on itch):
  18. Some implementation of known logic. I have to fix sounds, maybe change some levels etc but overall this little puzzle is pretty playable Made by Construct 2 and Inkscape PLAY IN BROWSER: http://funnybunnylogic.netlify.com
  19. Hi Im Tomy owner of http://kiz10.com and http://m.kiz10.com I need games in HTML5, buy to Developers with good games, fos non-exclusive, pirmary or Exclusive licences, if is possible with API includes for scores and achievements for version desktop Let me know please PS: My mail is tomy.kiz10@gmail.com Kind Regards Tomy Kiz10.com sirg_kiz10 (api).rar
  20. Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  21. Hey, as a newbie html5 game developer, i did this game with Unity game engine for desktop browser platform. I have resolution issue that could not solve yet on this website, any advice would be beneficial. Thanks. https://www.kongregate.com/games/manipular/run-robot-boy?sfa=permalink&referrer=manipular
  22. Hey everyone. I am building a web based 3D interactive showcase of a spacecraft's journey. Most of the users are expected to be accessing it via low to mid range androids, so for performance I've decided upon three.js, rather than babylon.js. Correct me if I'm wrong in this. I've worked as a web developer and dabbled with game development with Phaser and Godot, but haven't built anything with three.js or babylon. So I wanted your advice on best practices and resources; things that my future self would wish I had known before starting. Here's some more information: The showcase will be separated into scenes, which can be navigated via a timeline, which also highlights the current date, if it's in range. In addition to the animated view of spacecraft's trajectory and position, it will have some cinematic scenes of the rocket exiting the atmosphere and a lander landing on the target body as well. I might even consider making the rover user controllable. Here's one inspiration from NatGeo. Any help is appreciated.
  23. ?Updated and extended version of my old geography quiz. Changed graphics and GUI, added two new game modes, new language support and GP Leaderboard. ?The game made with Construct2, the graphics by Inkscape (except the icon set of the world's famous landmarks purchased on graphicriver and some sounds bought on audiojungle). The apk built via Cordova CLI. Play in WEB: https://capitalmapflag.netlify.com/ ⚡⚡⚡TRY IT ON GOOGLE PLAY: https://play.google.com/store/apps/details?id=com.SeventhReactor.CapitalMapFlag
  24. https://www.kongregate.com/games/BBStudios/asteroid-speedway Guide your ship safely into an asteroid storm. Use all the tools at your disposal as you swerve, dip and veer your way through. As you guide your way deeper into the asteroid storm collect gold left from the wreckage of ships that failed to navigate the storm. Upgrade your ship with three levels of shields, one set of lasers Remade this game using Godot engine in about a day original art was done via Inkscape
×
×
  • Create New...