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Found 23 results

  1. Greetings all, I am have been a 'C' and Assembler systems coder for over 35 years. I am retired now and I want to try my hand at writing a game. I have been reading the documentation a great deal as well as looking at many examples. I have also been in communication with Dad72 who is a member here. He has been very kind. That being said I have some questions regarding the mechanics of Babylon.js. I am a real noob when it comes to this framework as I have always programmed 'on the wire' and never used a scripted language that is not strictly type cast so please forgive my ignorance.
  2. Hi! I am a beginner to melonJs, but I love it so much, it works so well with tiled map editor. Here is the question: We can use object in tiled to mark entity for melonJs, But I would like do a little bit further:use image as object for better visual. like this: Of cause it works, thanks melonJs, that image even been replace by the entity. But if I don't load all the tileset image in the tmx file, for example the player image I use in tiled. "me.levelDirector.loadLevel" will fail. So, it's there a way to skip loading some tileset in tmx file?
  3. Hello Everyone, I am Ahmed Khalifa, known as Amidos. I am a PhD Student and Indie Game Designer/Developer. Recently I was developing couple of roguelike games and everytime I start to develop a new game, I have to create an algorithm to generate the map from scratch. I got an idea inspired by Nicky Case (Emoji System Post) and Kate Compton (tracery). The idea is to have a library that is super flexible and powerful enough to be used to generate maps for games (not only background tiles but also player, goal objects, enemies, and ...etc). From here I got the idea of ProcEngine. P
  4. Hello! I am making a waste sorting game and when the player loses all their lives, I wish to restart the game. I click the 'RETRY' text and the state reloads, but it seems that my life and garbage sprites never reload. I am wondering if it is because they are in an array (see this.garbage = []; and this.lifeSprites = [];). I have never used game.state.start to reload a state multiple times, I have only ever used it to call a state once. If I cannot get game.state.start to reload my game, I will create a restart() method with some re-positioning code and whatnot. BUT it would be way awesome
  5. Hi. I have a problem with multiple levels (game states). What can I do when, I don't want to write the same piece of code in each level over and over? I've tried to create a function in separate js file which e.g. will set player sprite, gravity, animations or will create necessary variables etc. And I failed this. Everything what I have got are errors.
  6. Is there tutorial, what is best way to make level/state change as non-portable way? I mean when level1 is completed, level2 comes direct to after level1, so it changes level without any loading or other fancy things.
  7. billmo

    Circular World

    Need some help and hoping someone will know an answer. I'm trying to create a tilemap world where if the player continues to walk right, eventually they end up back at the beginning of the stage. Does anyone have any idea how this is accomplished?
  8. Hi all, I'm interested in building a 2d shooter or runner game (think Gradius) where the levels are designed ahead of time. That is to say, the platforms and enemies would NOT be procedurally generated, but rather part of a scripted level. My plan was to give the player a positive x velocity, moving him/her to the right in a long world (currently 6000 pixels wide) and have the camera follow him/her, and literally have enemies and objects waiting at predefined positions. Basically I want to know, is this a reasonable way to build this type of game? I'm wondering how big can the world
  9. Hello all, I am pretty new to Phaser, and am trying to build a simple platformer game. There is no live version yet (the code needs a lot of refactoring, and is in *many* files), but I made a quick screencast if you are curious: The user can go back and forth between each level using doors. For now every time the user enter a level, all the objects (only monsters for now) are recreated. I was planning to add coins (or diamonds etc.) in each level, and was wondering what would be the best approach if I would like to make the state of each level persistent: if the player has already coll
  10. Ironbane is a cooperative action MMO played straight from your browser, using 3D graphics and a retro graphics style. The game focuses on simple gameplay without leveling and combat using swords, axes, daggers, bows and magic staves. Our intention is to create a vast alive and immersive world. The main objective of the game is to defeat Ironbane, an evil dragon with rising power and a plan to conquer the world, who is living in his cursed castle. Originally started in March 2012, Ironbane has been in development for over 3 years and is aiming to become an awesome WebGL MMO that you would
  11. I have a game that I am working on and I want it to have different levels. When the player collides with the door sprite I want it to load up the next level. Could you put the code on how to do that? Thanks P.S. Sorry im a newb...
  12. hello everyone, I'm rather new in phaser and I'm having a hard time trying to figure this out... I'm working on a game with three levels (each as a different state), and what I want to do is that when the user wins the third level, the first level starts again (with some changes in speed and stuff like that to rise difficulty). i want it to happen until the user dies. A little graphic to explain it better: || level 1 || level 2 || level 3 (win) || level 1 (harder) || level 2 ( harder) || level 3 (harder) -> (dies) || menu what is the best approach to accomplish that? I hope anyone
  13. I am struggling to disable my level buttons. I have 7 levels and apart from the first one I need to disable mouse events on buttons 2..7. I made a "for" cycle to generate my buttons, as I will have up to 21 levels, which is going to make my code better looking. Here is my "for" cycle boxes = [];numOfBoxes = 7;for (i = 0; i < numOfBoxes; i += 1) { box = gameObject.add.button(offsetXPos + startXPos * i, 40, wml.ImageAssetKeys['BOX' + (i + 1) + '_SHEET'], clickEvent, this, 2, 1, 1); box.frame = 0; // disabled state frame box.inputEnabled = false; box.input.enabled = false; boxes.pus
  14. Hi all, so i'm new in phaser, i've started learning it by making a project, so i have a problem : I have more than one level for example 10 levels each one has it's own state, so the problem i don't want to make every time the same update function and other functions for every state. So is there any way to make one function for all the 10 state ? And thank's
  15. Curently, I am making a roguelike game and have a little problem with drawing(updating) the level on the screen. The map is two-dimentional array which generates at the begining of the script ( ). If the player hits an arrow button then movePlayer() function is called. Inside that function we draw the map (1 frame per player's move). That's where the trouble begins. It is starting to drop frames very badly when all the tiles are drawn together (less tiles - more drawing speed, but not enough to play the game). Here is some code: var mapSize = { // in tiles (one is 16x16 px) width: 4
  16. TouchTheBeat is a game for tablets and other touch-enabled devices currently in development. Alpha 1 was just finished and can be playtested here: Play Alpha 1 TouchTheBeat is level-based. Each level consists of a song from SoundCloud and a composition of gameobjects. The more rhythmically accurate you interact with the gameobjects, the higher your score will be in the end. The game comes with the ability to create and share your own levels. You can find more information on TouchTheBeat in my blog post here: http://coloreddrums.de/touchthebeat-alpha-1/ Due to the fact that this is A
  17. Hi all! Our latest games is coming this week, Homerun Champion! Homerun Champion is a simple timing based games, about batting stand off between two baseball team to see which one can score the most homerun! For this games, rather than monster, rocket, or robot, we actually looking for alternative inspiration in real life (in this case, sport/baseball). We want to know what is the most interesting/fun aspect of baseball, and we found that it's either the batting or running part. To keep this games small in scope, we decide to focus on the batting battle and build a game around it Link:
  18. Hi folks! Our latest games these week is a simple puzzle games, Moon Rocket! Moon Rocket is an exciting puzzle games where player must rush to connect the oil pipe to the Rocket before it's launch. You must arrange and rotate the oil pipe as such that it can transport the oil to all five parts of the Rocket. Can you ensure the success of this moon mission? Link: http://j.mp/moonrocket It's quite fun to find the appropriate logic to connect the oil & pipe. Hope you have fun playing it! Let me know if you have problem or feedback regarding this games!
  19. Hi there! Like usual, we want to share about our newest games here, Gattai!!! Gattai!!! is our take on Threes concept. It's a puzzle games where player must combine the same type of Mecha to level it up, and launch it by double click/tap based on the target on the top screen. Just a trivia, Gattai come from Japanese language that means 'union/combine', and often used on anime where several vehicles/robots must combine to form an even greater/powerful robot Link: http://j.mp/gattaii Hope you enjoy it! Do let me know if you have any feedback/problem with the games
  20. Hi there! This week we want to show you our latest games, Master of Arms: Sword, Staff, Spear Master of Arms: Sword, Staff, Spear (let's just call it MoA ) is a frantic, quick-reaction, rock-paper-scissors type of games where you must quickly defeat enemy by choosing the correct weapons. Wrong moves, and it will spell defeat for you. It contain 6 enemy types to beat, 18 levels to clear, and highscore for each level. Can you master your arms? Kudos to my partner Novpixel (for design) and Anto (for music) as always! Link: http://j.mp/swordspearstaff Hope you have fun playing it! Have pro
  21. Hi there! This week we want to share with you an educational HTML5 games, Sagemath! Sagemath is a math-arcade games where user must use correct wand (math operator) to combine Hero and Monster number, to defeat the enemies. We try to take a different route when coming up with the idea of new games, and try to make a quick & simple defense games using math mechanism. Play it on mobile browser for fun parallax effect Link: http://j.mp/sagemath Alternate Link: https://dl.dropboxusercontent.com/u/47459072/sagemath/index.html Hope you enjoy this little brain teaser! Do let me know if you
  22. Hello my name is ali.I am turkish so sorry for my bad english.I have a an questions.I developed html5 games beginner level.How to create a level or map how to make these?
  23. Hi, some fellow students and I developed the game iKuh, which is freely playable online at http://ikuh.clay.io and we are currently looking for feedback. The goal is to lead the cow to the trophy by dragging arrows from the inventory (right) to the field (left). Every animal that steps on an arrow will change its direction according to the arrow. That's the gist of it. It is intended for desktop-PCs and tablets. We used the impactJS-framework. The game was developed as part of the clay.io "Got Game?"-competition. What we already plan to change: - we have a set of new items imp
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