Jump to content

Search the Community

Showing results for tags 'logic'.

  • 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





  1. Hello Everyone! I would like to introduce our new online HTML5 game called Sudoku Styles!! Here is the link: https://www.atksolutions.com/games/sudoku.html In addition to Classic Sudoku, this game also has 9 additional designed variations which works around the concept of constraints. A constraint is a group of boxes where each number in that box must be unique. Lets take a classic Sudoku puzzle rules for example: There are 27 constraints in a Sudoku and each constraint contains 9 cells: 9 large box, 9 rows and 9 columns. Each constraint can only contain the #'s 1 to 9 and there must be no duplicates within a constraint. Using this concept, many other variations are designed. Several of the other variations are: - Sudoku X - Sudoku plus 2 extra diagonal constraints forming an X - Extra Box Sudoku - Sudoku plus 4 extra boxes as constraints (Windoku) - Jigsaw Sudoku - irregular shapes making up the constraints - Mini Quad Sudoku - 4 6x6 Mini interlocked Sudoku's ... and a LOT more ... !! There are 3 levels: Easy, Medium and Hard. The HARD level can be very challenging! ** Every puzzle has only one unique solution that can be solved through logic. ** Here are some screenshots: It also works nicely on mobile devices like iPad and Tablets. This is a continuous work in progress with new puzzles being added. Have Fun! Cheers! ?
  2. Yet another Internet sensation is taking over the world. Wordle is an unusual puzzle with a heavy social media presence. Essentially, it is a fresh spin on the famous Hangman with a few distinctive differences. The mission is simple: guess a word consisting of 5 characters in 6 tries or less. Twitter users are particularly fond of trying to decipher the word of the day. However, those unaware tend to find the strange color-coded posts quite confusing. What is it that makes this particular brain teaser so appealing? This article aims to explain the appeal and get newcomers on board. Cracking the Code There are tons of similar apps available online. But none have previously reached the same level of renown. As is often the case with viral phenomena, there are many contributing factors. Here are the most important features that set this title apart: The gameplay. It’s an ingenious twist on classic widely-known pastimes. Having a limited number of attempts per day poses an additional challenge. Not to mention that each submission must be a real word. Typing in a random combination of symbols will not work. Players have to use deduction and guess the answer through trial and error. The community. The experience wouldn’t be nearly as exciting if it wasn’t for the coolest sharing function. Pressing on the appropriate icon generates a set of square emojis. Their layout and colors represent the current session without revealing anything. Thus, challengers can boast about their achievements or admit defeat to their peers. Low learning curve. The rules are easy to figure out and the mechanics are intuitive. Both expert gamers and complete casuals find it equally amusing and accessible. It is available instantaneously on pretty much any device through the official website. Clearly, there is a lot to like. The process is highly addicting and leaves the contestants wanting more. But achieving victory requires some advanced techniques and cunning strategies. How to Play Wordle and Win Every Time Before getting to the meat of the matter, it’s important to clarify a few details. Firstly, the program analyzes every submission and provides important feedback. If the tile is gray, the letter within is incorrect. If it’s yellow, the letter is misplaced. Finally, if it’s green, both the character and the placement are spot on. With that in mind, the following tips will help accomplish the best results: Think carefully about the initial submission. Make sure that it contains five different symbols to maximize the chances. Aim for at least three vowels, i.e. piano, house, or ocean. Do not repeat the grayed-out boxes. Think of alternative options with a unique composition. Keep in mind that the same letter can appear twice. This makes the pool of choices even greater, further increasing the difficulty. Armed with this knowledge, join the ranks of fans striving to discern the daily riddle. Every game of Wordle is a mystery that occupies millions of minds. Be methodical, take calculated risks, find unexpected solutions, and have a blast. Play Wordle
  3. 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
  4. Futoshiki is a logic puzzle game using numbers but with a unique twist. The objective of this game is to place numbers in the white squares so that each row and column contain each of the digits only once. No duplicate digits are allowed in any row or column. Also, you will only use digits based on the size of the grid. So for example, if you are playing a 5 x 5 grid, only digits 1 through 5 will be used. For a 8 x 8 grid, only 1 through 8 is used. In addition, inequality constraints must be met as the grid is being filled out. So for example, if two adjacent squares have a greater than symbol ">", then the digit to the left of the symbol must be greater than the digit right of the symbol. This also applies to digits above and below the inequality constraint. At the start of the game you will have an empty grid with maybe a few clues. This game can be very challenging especially on the medium and hard levels ... Good Luck!! Our game is a HTML5 game that is playable on all devices: http://www.atksolutions.com/games/futoshiki.html
  5. Also known as Cross Sums, Kakuro is a mix between a crossword and sudoku puzzle. Unlike a crossword puzzle where the clue is a word or phrase, a Kakuro clue is a number that the corresponding answer cells must add up to. That’s where the sudoku part comes in. Each clue has at least 2 and no more than 9 answer cells. Each answer cell must be a single digit (1-9). Duplicate digits are not allowed within a clue (4 = 1+3, 4 ≠ 2+2). Web: https://www.kakurogame.com iOS: https://itunes.apple.com/us/app/kakuro-game/id1436552307 Android: https://play.google.com/store/apps/details?id=com.kakurogame.kakuro_final
  6. Solve an endless number of puzzles! The number of levels is not limited, new ones are generated by the algorithm Excellent graphics, dynamically changing backgrounds 6 difficulty levels It works on all devices running IOS and Android High-quality music and sounds Many hours of gameplay Tips for each level LINK: http://hitek55.ru/jewel_routes/ For licensing to write to the email: [email protected]
  7. Ship wrecked Creatures! Save them all and collect as many stars! 250 exciting levels beautiful graphics 5 difficulty levels It works on all devices running IOS and Android fun music and voice creatures Many hours of gameplay LINK: http://hitek55.ru/islandsofcreatures/ For licensing to write to the email: [email protected]
  8. Hi Everybody, I'm posting to promote my new multiplayer puzzle game. It's made in html5 , pixijs,vuejs,cordova for mobile integration and nodejs to power backend apis. you can play it online starting from the website: http://unfoldedtorus.com (where you can find detailed rules and FAQs) or on your android device: https://play.google.com/store/apps/details?id=com.torusunfolded Single player mode is made of packs of puzzles (colled tori) and provides realtime ranking for both single packs and overall results Multiplayer mode is made up of tournaments, hundreds daily, where you can play using virtual coins gained in unlocking singleplayer scenarios. here some screenshots collage: here you can see a trailer I hope to have some honest feedback thanks everybody!
  9. Hi all, I have been stuck for some time on procedurally generating levels for my game. As it stands, I have created rooms in a confined space but most of them overlap. Although this is expected, I can't find a way to separate them. My attempts have been centered around physics collisions, but I have failed hard. Here is my current code: Level.prototype.separate = function() { //For Convenince sake var arcade = this.game.physics.arcade, rooms = this.rooms; for ( var i = 0; i < rooms.length - 1; i++ ) { while ( arcade.intersects( rooms[ i ], rooms[ i + 1 ] ) ) { arcade.collide( rooms[ i ], rooms[ i + 1 ] ); } } //For testing purposes this.displayLevel(); }, Level.prototype.create = function() { this.game.physics.arcade.enable( this.rooms ); this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; //Gets coordinates and dimensions for Rooms and creates them. this.createLevel(); console.log( "Level State Completed" ); //this.game.state.start( 'InGameState' ); }, Level.prototype.update = function() { this.separate(); } This doesn't work. It results in an infinite loop. I have tried used Arcade's overlap as well. The issues I have had boil down to these two questions: 1. How can I test for individual room collisions when they sit in an array together? 2. When two rooms collide with one another, one or both of the rooms may still be colliding with other rooms. However, Arcade's collide method isn't recursive, and throwing the separate function into update might not guarantee the rooms be separated and hurts performance. Does anyone have any ideas or potential solutions to this?
  10. Hi, I made a simple logic game, soon as App too. I want to publish it, does anyone have a good tip? The graphics could be better, am I right? Thanks for any feedback! Play it : http://mg-otterson.de/fileadmin/solitaire/game.html
  11. The object of this game is to deflect all the balls into the hole before time runs out. This is done by dragging the blue walls onto the playing grid from the top of the screen and positioning them in such a way so all balls are sunk. Complete all 40 levels. Overcome obstacles as each level progresses. Each level may have more than one solution and trial and error is sometimes required. This game is playable best on desktop computer but will work on mobile as well... Here is the link to the HTML5 game: http://www.atksolutions.com/games/balldeflector.html
  12. Hi My name is Robin Vencel, I am an independent games developer and the creator of the Monkey Go Happy series. www.monkeyhappy.com is completely free and has over 160 html5 stages right now. I add 2 new point and click stages per week. I personally create these with love and care for my fans. Right now I get about 10,000 visitors day. If you have any questions please let me know. Thank you for your time. Robin Vencel www.monkeyhappy.com
  13. 1024 Math Remix on classic game 2048. 1024 Math reminds a game of 2048 from Gabriele Cirulli. There are 18 levels in this game. You need to complete all the goals when you get at each level. https://playcoolmath.com/en/math-games/1024-math Play 1024 Math
  14. Hi! I'm making a game where the player clicks or touches the screen and his avatar walks towards that point and stops. It works great without obstacles. With obstacles the player avatar get stuck in the corner. See gif below. I managed to fix it, but it feels hacky. When hero (player's avatar) collides with box (obstacle on screen) I move him towards his target EXAMPLE: if hero collides with left or right side of box and target is above him, I move hero up a bit function collisionHandler(){ //prevent hero avatar from getting stuck on corners kick = 0.4; if(box.x < hero.sprite.x && hero.target.sprite.x > hero.sprite.x){ hero.sprite.x += kick; //KICK right } else if(box.x > hero.sprite.x && hero.target.sprite.x < hero.sprite.x){ hero.sprite.x -= kick; //KICK left } if(box.y < hero.sprite.y && hero.target.sprite.y > hero.sprite.y){ hero.sprite.y += kick; //KICK down } else if(box.y > hero.sprite.y && hero.target.sprite.y < hero.sprite.y){ hero.sprite.y -= kick; //KICK up } } Is there a property of ARCADE physics I'm missing? Do I need my hacky code or there's a better way of fixing it? UPDATE: Github page: https://github.com/CaioMGA/ZenvaGameJam/ hero.js: function createHero(x, y, _speed){ return { "alive":true, "walking" : false, "speed":_speed, "direction" : {"x":1, "y":0}, "target":null, "sprite" : null, "createTarget": function(){ this.target = createTarget(); }, "createAnimations" :function(){ this.sprite = game.add.sprite(x, y, 'hero_spritesheet', 10); this.sprite.anchor.setTo(0.5, 0.5); this.sprite.animations.add('walkH', [13, 14 ,15, 14], 8, true); this.sprite.animations.add('walkUp', [7, 8, 7, 9], 8, true); this.sprite.animations.add('walkDown', [10, 11, 10, 12], 8, true); this.sprite.animations.add('idle', [10], 8, false); this.sprite.animations.add('idleUp', [7], 8, false); this.sprite.animations.add('victory', [10, 16, 10, 16, 10, 16], 5, false); this.sprite.animations.add('death', [0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6], 10, false); this.sprite.animations.play('idle'); game.physics.enable(this.sprite, Phaser.Physics.ARCADE); this.sprite.body.collideWorldBounds = true; this.sprite.body.setCircle(16); this.sprite.body.bounce.set(0.05); }, "death" : function(){ this.sprite.animations.play('death'); }, "walk" : function(direction){ this.sprite.animations.play('walkH'); this.sprite.scale.x = direction; }, "walkUp" : function(){ this.sprite.animations.play('walkUp'); }, "walkDown" : function(){ this.sprite.animations.play('walkDown'); }, "stop" : function(){ this.walking = false; this.sprite.animations.play('idle'); }, "victory" : function(){ this.sprite.animations.play('victory'); }, "update" : function(){ this.move(); }, "move" : function(){ if(this.walking){ game.physics.arcade.moveToXY(this.sprite, this.target.sprite.x, this.target.sprite.y,this.speed, 0); if(Phaser.Math.distance(this.sprite.x, this.sprite.y, this.target.sprite.x, this.target.sprite.y) < 8){ this.sprite.x = this.target.sprite.x; this.sprite.y = this.target.sprite.y; this.walking = false; this.sprite.body.velocity.setTo(0, 0); this.stop(); this.target.hide(); } } }, "setTarget" : function (x, y){ this.target.set(x, y); this.walking = true; if(Math.abs(this.sprite.x - this.target.sprite.x) >= Math.abs(this.sprite.y - this.target.sprite.y)){ if(this.sprite.x > this.target.sprite.x){ this.walk(-1); } else { this.walk(1); } } else { if(this.sprite.y > this.target.sprite.y){ this.walkUp(); } else { this.walkDown(); } } }, "init" : function(){ this.createAnimations(); this.createTarget(); this.target.init(); } }; }
  15. Hello, This is my little game I recently made in phaser. Link to the game is http://viksl.com/games/chains/. It's a casual logic game with three modes to play and varying difficulties hopefully satisfying more casual players as well as someone who is looking for a bit of a challenge. Graphics are quite simple but I think it suits it pretty well. Some pictures of the game. So far I've tested the game in chrome and firefox and everything worked just fine. It doesn't have any mobile support yet. I would appreciate any comment you can give me. Thank you very much :-).
  16. Hey there, So I've snagged onto a little problem while developing my game. I'm using Phaser with it's inbuilt support of gamepad. The axis of the controller input works in a way such that it returns 1 when held to the right and -1 when held to the left. Here's a picture to make things easier to understand. How would I map the values to degrees? Here's a visual representation of what I'd like to get. What's a formula that would allow me to do this?
  17. Hello. I'm from tiny indie studio and today I'll show you our new project. Quady is a puzzle-game in minimalistic style. You take control under few squares at same time and the main task is to merge them together. Use walls or arrows but beware of spikes. More than 40 levels with various obstacles. Game running on html5, made with Phaser. Game available on Play Market for free https://play.google.com/store/apps/details?id=cc.dreamlike.quady All feedback welcome ^__^ Watch trailer:
  18. Hi, I'd like to showcase our latest HTML5 Logic Games to you: A Lot Of Dots [ Play A Lot Of Dots ] Hexmatch [ Play Hexmatch ] Both games are available for exclusive or non-exclusive licensing! I have also reskinned versions available or can reskin/brand it according your needs.
  19. Hi! We are working on a puzzle board game called Find the way . It is made for mobile devices. Release date is close so we wanted to give you a heads-up. You can see the intro video here : Feel free to comment and share Thank You!
  20. All you need to do is sort the tiles vertically, When you move a tile horizontally or vertically, all the neighboring tiles will move as well. Here's the link: https://www.parspicks.com/#
  21. Hi All, My name is Kousha Nejad and I'm a Software engineer designing software algorithms; Recently I have designed some logic puzzles but I don't have the experience and knowledge to make a nice UI and make it appealing to the users; Anyone interested to help me out? at this point I'm pretty flexible; I can pay you to develop it for me or we can do profit sharing; Here's a sample game I created: https://www.parspicks.com/# Looking forward to hearing back from you, -Kousha Nejad
  22. The link http://www.askforgametask.com/mobile/games/matchsticks/ Description Matchsticks: Endless Digit Hunter is an HTML5 one-button matchstick (aka toothpick) puzzle/logic game in which your goal is to rearrange all given math equations and make them true by moving just one match. The game can be played on 4 different levels of difficulty: Normal - the equations contain numbers from 0 to 9. Medium - the equations contain numbers from 0 to 19. Hard - the equations contain numbers from 0 to 49. Insane - the equations contain numbers from 0 to 99. On each level there are 5 faulty math equations which must be corrected as fast as possible! All equations are procedurally generated so the levels are always different. To make the given equation true, tap on a match and move it to the right place. For each bad move you get a penatly of 10 seconds! The game can help you to improve your math skills. You can run it on your desktop or mobile browser. Screenshots
  23. Long time no hear! There is new game from Black Snowflake Games. Astro Chain is a puzzle HTML5 game with juicy colors, calming sound and 20 challenging levels. Play: http://astrochain.black-snowflake.org Testing is highly appreciated Avaliable for exclusive and non-exclusive licensing. For licensing questions please contact [email protected] Regards, Filipp.
  24. Hi All, This is my first post, my first user of a forum, my first use of Phaser, my first game that I'm thinking of making, my first everything... So please bear with me if I'm doing sth unusual here I am looking at Phaser for a pixel-art game. One thing that I cannot get through my skull is how the update() should work. Therefore I made some assumptions for which I'd like to know if they're OK. update() is called imediately after a repaint. Then you have around 1000 / 60 ms to do your stuff (logic + rendering). And if you're fast enough, whatever you did there (moved sprites around etc.) will show at the next refresh (repaint). I also assume that update() is called via requestAnimationFrame under the hood. So the construct under the hood is something like this: update() { requestAnimationFrame(update); // logic // rendering } If this is all true, then what happens if the frame rate drops? Your "logic FPS" drops as well and the game slows down? Am I suppose to use a physics engine to counter this? If I don't want to use physics, how do I go about this? Do these two posts provide an answer: http://www.chandlerprall.com/2012/06/requestanimationframe-is-not-your-logics-friend/ http://impactjs.com/forums/impact-engine/misuse-of-requestanimationframe ...if yes, how do I do this (properly) in Phaser? Is something like this already in place? Thanks, best regards, mIHA
  25. Hey, since my platformer (no tiles) has troubles with the player falling through the floor sometimes (pretty high gravity, FPS at 60). Since Rich said "the logic and rendering are now fully decoupled" (here), I wonder if and how I can up the amount of loops per second the game logic is trying to run for. Also I'd like to know if there's a shortcut for having phaser show me the amount of loops per second like it is possible with the FPS or if I would need to handcode that. Of course, any other ideas or constructive comments helping with the problem are welcome, too.
  • Create New...