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Found 432 results

  1. Hello, Our company PlayingLab - www.playinglab.com is in the process of advanced work on the game called Magnificent Tennis - www.magnificenttennis.com - a multiplayer game in the free to play model. Magnificent Tennis is a cross-platform game designed and developed for web, iOS and Android platforms. GAMEPLAY: https://drive.google.com/file/d/1LRjl0vo1UmiQfzuVTV9if-xM6fLzvBbw/view?usp=sharing TECHNICAL SIDE: Game built with WebGL rendering library - ThreeJS. UI of the game was made with HTML, CSS and JS (jQuery, jQueryUI libraries). Mobile build was created using React Native: most part of the game is displayed via web view component, that communicates with mobile application using messages system. For social log in (Gmail, Facebook) Firebase service was used (JavaScript SDK). Also, it was used to store and synchronize user’s data. In-game purchases in the web version were implemented with a combination of Firebase and Stripe services. In the mobile version native store integrations are used for this purpose. Photon service (JavaScript SDK) was used for multiplayer implementation (random parametrized matchmaking, messages system). BETA: Soon we will release beta versions for browsers.
  2. Hi, I wanted to make a game that's really challenging and simple at the same time. Something that will require some skills and not just a simple mindless game that shows a lot of ads. Something that you will need to get used to first, learn the rhythm of the game and then be able to complete the levels. So after 5 months (only working on the weekends; not all weekends), I have finally released a playable version of the game in the Google Play Store. Let me know what you think. I would really appreciate some feedback and what you think about the game. It's not much, but hey, I'm actually proud of it Oh and one more thing, it really does require "some" skills. Play Store Link: https://play.google.com/store/apps/details?id=com.pandabytes.kiteykite
  3. Hi, I need some help deciding which is the best 3D web game framework. I'm looking for something that has good mobile support native touch/virtual joystick support preferably. I have worked with playcanvas but there's no good mobile fps example, most of them use a secondary joy stick for camera control and it runs on very low fps on my device ( https://playcanv.as/p/deRCEGms/ ), although it has quite a lot of examples for pc FPS games. I really like playcanvas so if anyone has any examples/templates/ideas to help me make it mobile friendly that would be appreciated. Does anyone have any suggestions or frameworks?
  4. Welcome to our open Alpha of space.game! We'll be constantly updating the game and will be adding new features such as online multiplayer, new game modes, accounts, friends, store, and more! Game Description Claim as much territory as you can by strategically flying your spaceship around the map. You’re invincible while inside your territory and can kill anyone entering your space. Outside of your territory, other players can hit your trail and destroy your spaceship. If you hit another player’s trail, you’ll destroy their spaceship. A head to head collision results in both spaceships being destroyed. Game Controls Turn your ship by using the arrow (▲▼►◄) or WASD keys. Reddit: https://www.reddit.com/r/spacedotgame Twitter: https://twitter.com/spacedotgame Facebook: https://www.facebook.com/spacedotgame Instagram: https://www.instagram.com/spacedotgame/
  5. Hi, I created a mobile game called “Circle Status” and developed it with my wife. The game takes place in a 2-dimensional world inhabited by polygons, inspired by Edwin Abbott’s Flatland universe. This is a world where polygons with fewer sides are seen as lower class citizens and those with many sides are considered the elite. You start off as a ‘lowly’ triangle and the goal is rise up the social ranks all the way to a circle. You do so by eating your peers and can use a variety of power-ups to help you along the way. We wrote up a blog on our process if anyone’s interested. The game can be downloaded here: Android Apple Please let me know what you think!
  6. Hi All! This is my first post here as I try to step into the HTML5 game development world You can play my first web game here: https://ruim.itch.io/blockspin In the game you control a shape made of blocks that is falling and has to pass through holes. You drag to rotate and avoid collision. The game was originally made for the hyper-casual mobile market and has over 220000 downloads on iOS. I'm currently submitting the game to publishers to see if anyone is interested. If anyone has any tips on that I'd really appreciate. Thanks Rui
  7. StarMines is a space shooter inspired by old classics like Asteroids and Omega Race. You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship. The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works 🙂 On touch devices, there are different options for touch controls which you can choose from the top-right pause menu. The game URL: https://smtng.jpkware.com/ New version on Jan 20, 2019: - music and ship upgrade sound added, reduced overall volume - ask for player name when always when starting a new game, changing name will reset progress - automatic 5 second shield for each 4 Bonusoids collected - more info messages on ship upgrades New game play video with music, and showing the new shield: Screenshots: A couple of YouTube videos: The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE. I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months. Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money 🙂 All kinds of feedback welcome, for example: Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well. Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps What do you think about the different control options? What could be improved? Ideas for new enemies, bonuses or weapons which would fit the theme?
  8. It's war and enemies have captured your base. You are the last soldier from your troop in the base so only you can fight it back. Take the rifle and get ready for the battle. Play Warfare Area
  9. DxMinds is the best mobile app development company in Chennai. The company offers iOS and Android app development to the world as a world-class guide. Top mobile app development company in Chennai
  10. Hey guys, I'm new to the forums and my purpose here is to find some mobile HTML5 games to buy specifically for "Android" devices. I am looking for someone who creates mobile web HTML 5 games; either already created, or can make simple games on the fly. The HTML5 games will need to capture user information (more will be discussed via pm). As well, games will need to have default features (ex: Automatically save the player’s progress, create a users profile, leaderboards, etc...). My project will also require a portal/hub, have a frontend and backend design (UI / UX). This is another project in itself but if you have experience with this that would be an asset (or if you can help with suggestions). I've scrolled through a few threads already and I see a lot of games for "license". I'm not interested in this and am not interested in "plugins" or "free games" as they are branded and have ads in them. So hopefully there's a few of you guys that can help me out. Please send me pm's only with all your information such as portfolio and email addresses. If you have any questions I'll be happy to discuss! Thanks for your time :). ~ WorldPeace
  11. If you search for how to detect mobile devices by JavaScript you will find confusing information such as looking for the string "Mobi" in the browser identifier, and other unreliable stuff. In the past people checked screen size but that no longer works because some mobile devices have huge numbers of pixels. Even the usually reliable Mozilla Developer Network pages are contradictory on trying to detect touch screens. They have an article from 2011 which says to check whether the global window object has a property called ontouchstart (except that for Internet Explorer look at navigator.msMaxTouchPoints) but a recently updated (2019) page about TouchEvent (link below) says ontouchstart is still only an experimental proposal, not in the official specification of TouchEvent. So we cannot rely on browsers using it. I came to realise that in searching for "how to detect mobile" I was really asking the wrong question (as are many others). What really matters for my programs is whether the user has a keyboard (and if not, perhaps check for mouse or touch screen). As HTML5/JavaScript programmers (what this site is about) we do not have access to the internal system of the device we are running on, to check its hardware, so how can we do this? Here is my scheme. If a keyboard event occurs we know there is a keyboard. Similarly a mouse or touch event will confirm that the user has other capabilities. So in the constructor of the main program object do the following. this.keyable = false; // Until proven otherwise this.mouseable = false; this.touchable = false; var canvas = document.getElementById ("canvasId"); // Or whatever the id is canvas.addEventListener ("keydown", handleKeydown, false); canvas.addEventListener ("mousedown", handleMousedown, false); canvas.addEventListener ("touchstart", handleTouchstart, false); Then if any of those handlers is ever invoked you can set the corresponding boolean to true. For example (if we assume the global program object is called main): function handleKeydown (ev) { if (!main.keyable) { main.keyable = true; // There is a keyboard main.adjustScreenLayout (); // As necessary } // ... Go on to handle the key supplied in ev } Note that we do not want to adjust the layout every time an event comes in, only when the boolean first changes state. There is a potential problem though. If the user of a mobile device manages to invoke the onscreen keyboard it will generate keyboard events, fooling us. Our HTML5 game will not normally provide any way for the user to do this because we do not have access to the system level. However, if our HTML includes text input fields they would spoil things, so there must not be any such fields in the page. I think there is no way to find out whether key events come from a real or virtual keyboard. I have verified that my Surface Book only fires touch events from the screen, not from the touch pad. The latter fires mouse events. So detecting touch events does seem to indicate a touch screen and maybe that is all I need. If I detect a touch event I will assume that touch is what the user wants to use, regardless of whether there is a physical keyboard, and I should present the appropriate user interface layout. See also https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent (and linked pages) That page shows that InternetExplorer and Safari (desktop) have no support for TouchEvent. That does not break my proposal above. It says that Safari on mobile does fully support TouchEvent.
  12. Hello everyone, my name is gedion101, I'm new in this forum and new using Phaser.js and quite a little long time in react-native framework, which is javascript framework for mobile development, you can see in this website (https://facebook.github.io/react-native/), or you can see the documentation if you curious (https://facebook.github.io/react-native/docs/getting-started.html). Back to the topic, I have a wonder how to integrate the phaser.js module, for a react-native environment. So basically using npm way, and using <script> tag in HTML5 document, if I'm development target to the web, but different in react-native and you can't use <script> tag, because of a different rule. I found the alternative module, that call react-native-game-engine, is good, with matter.js as physics system in that game, but I have a problem, the game so lag, and to much render, for each asset to display on the phone. And another one, which is an ion-phaser, but I tried it and have a problem with that module, and the other is expo-phaser, is good, but in my workspace advice to me, don't use expo, find another way. so I give up, maybe in this forum, it will help me, to figure out this problem or some advices, to give which framework or tools for using phaser for mobile game development. for the code : app.js // import react module import React from 'react'; // import component from react-native module import { View } from 'react-native'; // import phaser module import Phaser from 'phaser'; // import scene for game import Scene1 from './src/exampleScene1'; // eslint-disable-next-line react/prefer-stateless-function class App extends React.Component { state = { config: { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 200 }, }, }, scene: [Scene1], }, } callTheGame = () => { const { config } = this.state; const game = new Phaser.Game(config); return game; } render() { return ( <View>{this.callTheGame()}</View> ); } } export default App; exampleScene1.js : // import phaser module import Phaser from 'phaser'; // import asset image import Gimo from './assets/gimo.png'; // create class for scene 1 class exampleScene1 extends Phaser.Scene { // build constructor constructor() { // create identifier for class scene super({ key: 'exampleScene1' }); } preload() { this.load.image('GimoAsset', Gimo); } create() { this.add.image(400, 300, 'GimoAsset'); } } export default exampleScene1;
  13. Dear all: I'm here again with several FRAMEBUFFER errors I thought has been solved migrating to BJS 3.1. (please take a look to closed topic http://www.html5gamedevs.com/topic/35352-strange-problem-when-using-highlight-layers/) On dektop (Win10 64bit), FF Developer Edition (59.0b13 - 64-bit) shows these kind of WebGL console warnings (excerpt): Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: clear: Framebuffer must be complete. babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Framebuffer must be complete. babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Active texture 0 for target 0x0de1 is 'incomplete', and will be rendered as RGBA(0,0,0,1), as per the GLES 2.0.24 $3.8.2: The dimensions of `level_base` are not all positive. Also on Win10, my Chrome browser (64.0.3282.186 - 64 bit) shows awful lines like these (excerpt again) : .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering Running Safari browser on macOSX (High Sierra) works OK. Tomorrow I'll look console outputs for WebGL warnings. Well I get all these warnings but, at least, the 3D contents are all (Win10 and High Sierra) shown as intended. The real problem comes when I load the code on Android Chrome (64.0.3282.137), as it renders black all my PBR textures, while showing the following lines through DevTools>Remote devices>Console (that is I'm debugging here mobile Chrome from desktop Chrome): [.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 85[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 3 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 43[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 1 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 42[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 4 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 21[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 5 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. main.html#page-mixer:1 WebGL: too many errors, no more errors will be reported to the console for this context. Under Safari for iOS I get my models rendered as is expected. Tomorrow I'll be able to inspect console output. As said in the thread, all my textures are power of 2 (512x512). I can't reproduce this behavior on PG, as this is a really complex development. I welcome any suggestion about how to have my code clean of warnings and, mainly, about the way to have my PBR materials not being renderered black on Android Chrome. Best regards.
  14. Navigate this super tiny player through over 60+ levels. You might need a magnifying glass to see it! Find the key and open the dungeon doors to go to the next area, but watch out! You'll need to dodge enemies, arrows, spikes, and other dangerous obstacles that might stand in your way. Super TIny Dungeon Hero is made with HTML5 through Construct 3. It has a native wrapper around it and is available on GooglePlay and the AppStore: https://play.google.com/store/apps/details?id=com.lumicreative.supertinydungeonhero https://apps.apple.com/us/app/super-tiny-dungeon-hero/id1434990844?ls=1
  15. https://bmarcelus.github.io/JimothyPiggerton/ Jimothy Piggerton is a platformer where you save your pet Pig instead of a princess. It was made in pure javascript with no libraries.
  16. 🌎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
  17. I would like to share a website I built with Phaser 3. I believe Phaser is going to change the way we interact with online content, and I would love to play a part in that change. Here is the website: https://cannabijoy.com/ Although I have a desktop version, I recommend you check it out on your smartphone. The entire website was built on my phone, so mobile browsers will get most of the attention. In fact, the only time I’ve used a PC is to make sure my code is working. The mini games are built to show off the capability of Phaser, but I’m currently working on a platform puzzler with my slingshot character. I do believe these are the first games built with Phaser that utilize a slingshot, and if my website becomes successful, I hope one day to teach the functionality in my tutorials. For now I’m trying to establish myself as a programmer, because I don’t actually work in this field. Any feedback will be greatly appreciated. Thanks for checking it out!
  18. The project I am working on is about an egg game, possible RPG elements but also a big Tamagotchi fans production! What I need is feedback but also some sort of support 😃 the story about an egg
  19. I am the developer of Fantasy Wars, a casual turn-based strategy game. The game can be currently played on the Apple App store (https://apple.co/2ADwNo3 ) and the Google Play store. (http://bit.ly/FWGplay ) Here is a trailer that shows some gameplay - https://www.youtube.com/watch?v=siT9azFQX04 I posted screenshots on this site when I launched the game. http://www.html5gamedevs.com/topic/40730-fantasy-wars-phaser-6-fantasy-races-fight-over-a-small-world/ I am seeking a developer to help create the sequel. While Fantasy Wars is a fun game, it is fairly simple. I am looking to add more features and create a more robust strategy game. I created the game in Phaser 2 and I imagine there will be a lot of code-reuse for the sequel. There will probably be some code refactoring as well (the result of long nights as an indie developer). Our team, Miyagi Games, consists of me and one artist. This has been a hobby project, but I cannot do all of the development myself. Requirements: Javascript/HTML5 - Phaser experience preferred. Positive attitude Nice-to-haves: Insight on mobile marketing as well as game monetization. If you are able, please install and play a few rounds to be familiar with Fantasy Wars. The game is free to download. Please pm me or reply here if you are interested. Just to clarify, we have a budget of $0.00 so this is not a paying position. However, depending on the working relationship, that may change in the future.
  20. Eternity Pilot is a mobile game made using Phaser 3 and Cordova. It is my first published game and it would have been totally impossible without Phaser and this amazing community! For now it is only available on Android but I am hoping to have an iOS version in the near future. I have a sign up on the site linked below to receive a notification when the iOS version comes out. Play Store https://eternitypilot.com Gameplay Video
  21. Hey guys, I'm new here. In conjunction with archived posts from this website, Emanuele Feronato's tutorials, and the Phaser 3 examples, I was able to create this game. So I figured I'd show you guys what I came up with for my first HTML5 game. Play here: https://www.galatap.com Gala-Tap is a simple yet challenging game made for mobile devices. The goal is to destroy all of the blocks before they reach the top of the screen. Right now its just a web app for mobile devices but I'm working on a native mobile port. I made it using Phaser 3 and its written mainly in TypeScript. It also communicates with a MySQL database with PHP to obtaion the leaderboard information, and jQuery to display it, shown below: Each game you play, you gain experience, and as you level up you unlock new powerups--like the blue nuke--or the likeliness of a certain power-up would increase. I monetized the game with LeadBolt and though I'm sure it wasn't the best option for advertising networks out there, it definitely was the easiest to integrate into this game without the ads being TOO obnoxious. This is my first game I've made with Phaser 3. Previously I developed games with Java and LWJGL, but just recently I switched to web technologies because I enjoy how cross-platform they are. I'm looking forward to hearing what you guys think! 😄
  22. Walk without stepping on the line! The time limit is randomly from 15 seconds to one minute. Extend the record as long as possible.Once the walking distance per meter the earth will be saved (it is supposed to be). Even if the earth is safely saved, you will not get items or proceed to the next level. Even so, you should be happy that the earth was saved anyway.If you step on the line the distance is invalid and it will not be recorded. And the Earth will be destroyed once (it is supposed to be!). https://motquu.itch.io/earth-will-be-saved
  23. Game Link: Vocab RPG Vocab RPG is an Online RPG about catching Monsters & collecting Vocabulary Cards! Features: Open world with unique zones to explore MMO: Online multiplayer Monsters: Hunt, battle, and catch many unique monsters! Crafting: Collect different resources and use them to craft items & consumables Language Learning: Unlock vocabulary cards! Currently 4 vocabulary languages to choose from: Chinese, German, Japanese, Russian Overview: In Vocab RPG, you have all the elements of a monster-focused RPG: Hunting, fighting, catching, levelling, crafting, etc. But for every action that you take in the game, it will show you a vocabulary card! As a consequence, the more words you know, the stronger you also become in the game. The game starts very slowly with only 3 words unlocked. But as you progress in the game, you can unlock more cards and expand your vocabulary - at your own pace. Difficulties: To take into account different learning preferences, you can pick your challenge by choosing from 4 difficulty settings: - Normal: Wrong answers reduce your monster's attack or consumables (such as potions) by 25%. - Casual: Even if you answer wrong, you will attack and operate at 100% effectiveness. In other words, you see the cards but there is no consequence for answering wrong. - Hardcore: When you answer wrong, your monster's attack will fail! So answering wrong means 0 damage dealt. - Off: I also want people to enjoy this game, even when they are not really in the mood for studying vocabulary cards right now.... select 'Off' and you will not see any vocabulary cards in the game! Platform: Thanks to the power of Phaser 3, you can play this game on any device in your browser. No installation required. The game is mobile optimized, so whether you play on your laptop or phone / tablet, is only a matter of your preference. Game Link: If you are interested in trying the game, you can jump right into it: Vocab RPG Feedback: Any feedback is much appreciated! We also have a Discord server for the game where players are exchanging ideas, reporting bugs, and giving feedback: Vocab RPG Discord Credits: The game uses a lot of CC0 assets (like the monster sprites in this post) from various artists. I keep a list of all used assets here (which is also accessible from directly inside the game): Credits List
  24. I've made a simple shader that uses cubemaps, it renders flawlessly in PC but it has AA problems in a highend mobile device. Any idea about what could be happening?
  25. Hi All I'v just tried to make a fast example of double tapping in a mobile device but none of the two methods I know worked properly: scene.onPointerObservable.add((pointerInfo) => { switch (pointerInfo.type) { case BABYLON.PointerEventTypes.POINTERDOUBLETAP: console.log("POINTER DOUBLE-TAP"); break; } }); window.addEventListener("dblclick", function () { console.log("POINTER DOUBLE-TAP B"); }); Both are working ok in PC and in the desktop version of the web in my mobile device (Google Chrome) Any idea about this? Thank you in advance!