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Found 15 results

  1. Hi everyone, I'm a newbie and I'm having troubles tweaking a game (currently using Phaser format offline on Atom). 1) My player is expected to jump lower and lower as he gets stars along the way, so I'm guessing a kind of deceleration but concerning gravity. 2) He should start flying when he eats a mushroom (gravity here too?). Before getting the mushroom he jumps with the space bar but then he is supposed to start flying by pressing the up cursor. Are there any commands/ codes that could help me with that? I bet it has an easy solution but I can't figure it out. Thank
  2. Hi, i'm currently woriking on a litle Phaser side scroller. My problem is, my player can jump on items such as stars, and other things. I tried it with arcade.overlap like this: if (cursors.up.isDown && player1.body.touching.down && !game.physics.arcade.overlap(player1, stars)) { player1.body.velocity.y = -700; } But it didn't work for some reason... I didn't get any errors, but I can still jump on the stars. Does somebody have a solution for this?
  3. Hello I am new to phaser and I'm having a problem with my player who seems to not be able to jump left and right but can jump up and down when I just press the jump button. Can somebody help me? //-------------------player rendering------------------------------------- this.player = this.game.add.sprite(10, 282, 'exitar'); this.game.physics.arcade.enable(this.player, Phaser.Physics.ARCADE); this.player.body.gravity.y = 300; this.player.body.collideWorldBounds = true; this.player.anchor.setTo(0, 0); this.player.body.setSize(50, 1
  4. Hey guys I'm making a platformer and I've managed to get my character running and jumping at the same time... to one side only - the right! I have NO ideia why running and jumping to the left is proving impossible but I'm hoping you can help me out. runKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); // The running key, in the create method // Fast forward to my update method (...) // Horizontal movement player.body.velocity.x = 0; // Resets our character's horizontal movement. if (cursors.left.isDown) // If the 'left' key on our keyboard is pressed ... { pla
  5. HTML5 Game: http://itlektor.cz/html5/square_jump_city/ Welcome to Square Jump City, the endless run and jump arcade game. Tap on color buttons to change color of the Square shape hero that matches landing platform color. You can double jump from platform or even jump in the air when falling. It is also possible to change the color while jumping if you change your mind, but you can not jump more than twice until you land on any platform. Just remember that you need to land with appropriate color. Available also free on Google Play: https://play.google.com/store/apps/details?id=com.pet
  6. Hi, I try to make a map in tilemap editor in phaser. I done it, but when i move player and camerac, the map is jams and lag.. Has anyone can tell mi, what i must to do to create map running fine? I have 6 layers, and little big tile set (2,91 mb) it can be a problem? What i must correct to do map running fine when move? I will be gratefull for help
  7. 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
  8. Hey all! I'm writing a program where I'm attempting to get my character to double jump in phaser. I've run into some issues. The logic of my code goes as follows player hits jump while on the ground -(jump set equal to one) if jump is set equal to one and the player is not on the ground, jump again. however, I cannot get my code to enter the second stage, and I'm not sure why. I've tried several different solutions but to no avail. I believe the problem may be within declaring var onTheGround = player.body.touching.down; and then !onTheGround for my sec
  9. Hello, in my game I will be very often switching states - for example Intro and Office. In each state user can kill some objects, which were created in init function when the state was started for the first time. Lets assume that in the Office state user killed two objects, then he goes to Intro state and then back to Office - is there some way to preserve that state as it was before the state change? Without holding some global array with informations about all objects if they were killed or not? My sample code: intro.js MyGame.intro = function (game) { this.background; this.character
  10. Hi game devs!I would like to bring my first game to your attention. The game is called "Monster Jump - Galaxy" and currently designed for android devices, both phones and tablets.I've created it with Construct 2 and built for Android via CocoonJS cloud compiler, using Canvas+. It is available for free on Google Play: Gameplay:Just tilt your device and/or tap the screen to control. Jump from platform to platform, collect coins and power ups with cute space monster.Try to dodge from enemies or shoot them and jump higher and higher as you can. Monster Jump Galaxy is a good choice to play with f
  11. I am not really sure if this game is appropriate for this section as it is such a simple and rough game. I created over a few days in order to learn a bit about Phaser and try it out. This is a single screen jumping/platform type game, heavily influenced by the Atari 2600 game Frogs and Flies. Pretty simple, you jump, you catch flies, and you try not to fall out of the trees. Frog Needs Flies
  12. Hi, this is my first Phaser game, Hungry Zombie: http://gamestudiohx.com/jm/ it is based on Doodle Jump mechanic but it comes with a few twists. Your zombie is very hungry. And he likes to eat candies. He must eat candies to keep his health and to stay alive. Each eaten candy restores 1 health point. But the evil witch and other creeps are on his way. The witch will try to hit you with a magic balls to turn you to a tiny little zombie. Playing as a tiny zombie is lot harder but - candies restore 3 times more health in 'tiny zombie' mode. Try to go as high as you can and to keep you
  13. I've making my first game so far is great but I have a display problem. when I rotate the sprite it become's blurry, same happens on jumping and falling the sprite turns blurry. Can anyone help me fix it. I'm using Chrome with WebGl and WebAudio. is there anyway I can make the sprite to not become blurry...Thanks By the way Wonderful framework I started the styding and making the game last night and I'm closer to finished thank you. And from the google searching I see that the administrators (are those the creators?) are responding quickly... Just great keep up
  14. Hello, I've been working on this unlimited jumping game, where you fight enemies and collect power ups. Here is a short gameplay video: http://youtu.be/MajjHKaRgCg Or you can try the demo here, it should work in your browser and on mobile devices: https://dl.dropboxusercontent.com/u/19104438/Jump%20quest%21/index.html
  15. Hey everybody, A while ago I created this game. It's hard and requires some super ninja powers to beat it. The object is to jump blue and black squares. Why both? Because the black squares are only dangerous from the sides and from underneath, which means you can walk on it. The levels are randomly generated, so that it's impossible to practice on curtain levels. You win the game when you reach the green square. But as I said before, it requires some super ninja powers to get there. Only people with those exact powers will be able to do it. ( Also I'm not responsible for various rage-action
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