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Found 3417 results

  1. Hey folks! We can see Instant Games in Facebook Gaming, Paytm, Snapchat and WeChat, and we've decided to check out if it'll be interesting to see how so-called Early Adopters from the crowdfunding world will react. So far, there was only one serious funding about this, of course in California. This means, quite some smart people did believe in it. Knock Knock has raised $4M, but we can't compare ourselves working after hours to the ecosystem Silicon Valley has. At least, for now All the signs on the sky show that 5G will accelerate the development of Instant Games, aka. Games without Installation - that's how we named it. In the future, it might be the long-awaited competitive gaming channel for Apple & Google App Stores. With the campaign, we can ourselves familiar with the ecosystem, and when the technology will be mature we'll play more and more advanced games in such a way. For our upcoming Kickstarter campaign (late draft: https://www.kickstarter.com/projects/danieldanielecki/286175433?ref=d8ka5q&token=4c209538) we're looking for partnership within this HTML5 community, incl. on non-obligatory basis. It can be anything, don't hesitate to shout out with your offer, even if that's something really small. We're using for our games Phaser as well as we'd love to advertise the HTML5 Game Devs Forum, where our remote team met (cc: @rich). In case you're working on some kind of games/platform, let us know. Your business might be featured on our campaign as one of our Partners. We've been accepted to the AWS Activate program, and we can help you too with the possibility to gain up to $100k in AWS credits (we got $12k). Don't hesitate reach out to us via: Contact form on our website Our Founder's Facebook, LinkedIn or Twitter contact[at]doyban.com DM here, or Twitter
  2. In many strategy games it's common that the world is larger than what you see on the screen, and the user will "drag" themself around the level to move around the world. How can I implement this in Phaser? I've seen examples to drag sprites within a level, but not to drag basically the camera view itself. Something like this example: http://examples.phaser.io/_site/view_full.html?d=world&f=fixed+to+camera.js&t=fixed%20to%20camera but where you are moving by dragging with either the mouse or the touch instead of the arrow keys
  3. Hey folks! We can see Instant Games in Facebook Gaming, Paytm, Snapchat and WeChat, and we've decided to check out if it'll be interesting to see how so-called Early Adopters from the crowdfunding world will react. So far, there was only one serious funding about this, of course in California. This means, quite some smart people did believe in it. Knock Knock has raised $4M, but we can't compare ourselves working after hours to the ecosystem Silicon Valley has. At least, for now All the signs on the sky show that 5G will accelerate the development of Instant Games, aka. Games without Installation - that's how we named it. In the future, it might be the long-awaited competitive gaming channel for Apple & Google App Stores. With the campaign, we can ourselves familiar with the ecosystem, and when the technology will be mature we'll play more and more advanced games in such a way. For our upcoming Kickstarter campaign (late draft: https://www.kickstarter.com/projects/danieldanielecki/286175433?ref=d8ka5q&token=4c209538) we're looking for partnership within this HTML5 community, incl. on non-obligatory basis. It can be anything, don't hesitate to shout out with your offer, even if that's something really small. We're using for our games Phaser as well as we'd love to advertise the HTML5 Game Devs Forum, where our remote team met (cc: @rich). In case you're working on some kind of games/platform, let us know. Your business might be featured on our campaign as one of our Partners. We've been accepted to the AWS Activate program, and we can help you too with the possibility to gain up to $100k in AWS credits (we got $12k). Don't hesitate reach out to us via: Contact form on our website Our Founder's Facebook, LinkedIn or Twitter contact[at]doyban.com DM here, or Twitter
  4. Hi, I'm looking for a developer who can translate an outdated FLASH game, to HTML5. I already have the full game (backend and frontend), but will consider those who can do FULLSTACK (long project). The game type is 7PK. https://www.youtube.com/watch?v=fBdOaHvc0WM For prototype, only the frontend are needed. The rules are as follows : - Total cards are 52 (assets provided in attachment) - Random 7 cards, best 5 cards out of 7 - Credit increase / decrease upon winning - Optional consideration : 52 + 2 cards (red + black joker) >>> You will need custom poker hand evaluator - Deploy - Link to github Those who gives a working PROTOTYPE will be considered more than those whom only reply to bid. I won't be here often. Please reply with your email / telegram for fast response.
  5. I am making a level editor for my platformer game. I add images to screen on the mouse position when clicked. It was going well but when I added a camera which move with arrow keys when I try to add the sprite. It's not added where my mouse clicks and sometime it does not add. In the game I have a scrolling camera and I wan't to use it here also. when i press on the highligted place I can't add the platform. The screen is scrolled already. game.world.setBounds(0, 0, 2000, 600) background.fixedToCamera = true if (cursors.right.isDown){ game.camera.x +=30 } else if (cursors.left.isDown){ game.camera.x -= 30 } my code for camera
  6. Introduction I am a big fan of strongly typed programming languages, and a big fan of Phaser. So TypeScript was a no brainer for me. The thing about TypeScript and phaser for me was a bit of a learning curve in terms of project setup and configuration. The last thing I was using was a combination of gulp, browserify, watchify, and uglify. Plus, setting up a nodeJS server, in order to boot phaser in localhost, and furthermore, run the server in a cloud service, in my case, I used Heroku. This can be a little bit of a turn off for most users who just want to start building video games. This was not my case particularly, but I indeed wanted to get to a point of writing the least amount of code as possible for setting up a project. Even more if I'm just prototyping. The solution for all of the above, is ParcelJS. Installation First of all, of course you will need to install Node.js from https://nodejs.org/en/download/ or from your system's package manager. After that you will need to install the TypeScript and Parcel packages globally through npm. npm install -g typescript parcel-bundler Then we can create a folder for our project and initialize a node project mkdir MyNewGame cd MyNewGame npm init -y At this point we need to install the packages at project level npm install --save phaser npm install --save-dev typescript parcel-bundler Now we can fire up our text editor, in my case I'm using Visual Studio Code. I find it really lightweight, customizable and robust. code . Now we'll create a folder called 'src' and add two files to it: main.ts and index.html In main.ts we'll create an instance of a Phaser game, with it's config. import * as Phaser from "phaser"; const config: Phaser.Types.Core.GameConfig = { type: Phaser.AUTO, width: 800, height: 600, }; let game = new Phaser.Game(config); Then at index.html we'll add a basic html structure, and add a script tag with a source pointing directly to the main.ts file. Yes! We do not need to transpile the .ts file to .js! <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>My New Game</title> </head> <body> <script src="main.ts"></script> </body> </html> And believe it or not. You only have to go back to your terminal and point parcel to the index.html file. parcel .\src\index.html You should get the following response in your console If we open a web browser and access the localhost at the port printed in your console. We can see the Phaser black canvas rendered on the page. And if you open the developer tools you'll see Phaser 3 running, and no errors in the console. Just to have something to display on the screen we can add a quick text like so Create a new folder inside src called scenes, and create a new file called mainScene.ts export class MainScene extends Phaser.Scene { constructor() { super({ key: "MainScene" }); } create() { this.add.text(220, 150, "TITLE SCREEN", { fontSize: "48px", color: "red" }); } } Then modify your main.ts file config to use this new MainScene class import * as Phaser from "phaser"; import { MainScene } from "./scenes/mainScene"; const config: Phaser.Types.Core.GameConfig = { type: Phaser.AUTO, width: 800, height: 600, scene: MainScene }; let game = new Phaser.Game(config); Now you only have to save both files and parcel will detect the changes, re-transpile and re-bundle everything, and even refresh your browser. That's it for this first part. Covering mostly setup. For the next parts I will explore an easy approach to multiplayer online with Google Firebase, with zero server-side code, and automatic deployment alongside source control in GitHub. I really hope this is helpful for anyone, I would love to hear about your experience with bundlers, and what are your recipes of choice, and if you find this to be a good choice Take care everyone!
  7. Hey everyone, My latest game Papa Cherry Saga was released just yesterday on GameDistribution - https://gamedistribution.com/games/papa-cherry-saga It is a classic match-3 game, think of Candy Crush, with a variety of gameplay elements - chocolate blocks, marshmallows, licorice, candy bottles, bomb cakes, donuts, apple platters, biscuits, and gingerbread man. Right now, there are 100 levels but I intend to add more if the game will perform well. If you have any feedback or questions regarding the game - please let me know.
  8. After a few years break from creating the Point and Click game Bayou Island, I've decided to make a new game called "The Halloween Game" in time for the holidays. It also has a game creator so that others can make their own Point and Click Games which I'll be releasing later on, you can see a video of it here. The url to the game is = https://www.andy-howard.com/halloween-game I'm a front end developer and I've always wanted Point and Click games to be accessible via the web instead of always having to install apps. Unfortunately when I started this journey 5 years ago there was no lightweight solution in order to deliver such an experience. I think I've now managed to achieve all the typical features that one would expect in a Point and Click game. These include: - Inventory - Npcs - Music - Sound fx - Voice acting - Cut scenes - Playing as multiple characters - Close up puzzles and more... Some under the hood features include: - Lazy loading of rooms as you enter them (since memory is limited on mobile devices). - Sound sprites of voice acting - Runs off a JSON file, no database required Some future features I'd like to include: - Lip syncing - Ability to walk and talk at the same time - Escorting procedures (allow both playable characters and npcs to follow you). So please have a play and any feedback will be greatly received. Only thing I ask is please look upon this in a development perspective rather than the quality of the story and puzzles (I'm not great at those :)) As I have mentioned I also have an accompanying game creator which will allow you to make your own games. Your feedback on the demo game will help me finely tune the game creator before I release that too. Quick frankly if I had ever known it was going to take me this long to do - I never would have started it. However it has certainly kept me busy and focused throughout covid-19. Many thanks, Andrew Howard.
  9. Collect the falling books and rack the highest combos as you can to achieve the best score! Watch out for fireballs! A community made game using Phaser 2! Link: https://tinyurl.com/y37jpqua Features: Global Leaderboard, Discord Authentication, Touch Controls, Keyboard Controls Our Discord: https://discord.gg/DfxF3HPKqQ
  10. This is strictly for educational purposes only Since Flash is pretty much being deprecated in most browsers so is Habbo. Since there's retro versions, most of Habbo's assets are available on the internet. I've been using Pixi for now to create a 2D loading screen, which I did successfully. Then it occurred to me that Pixi is mostly just a renderer, and doesn't support 3D the same way as Three or Babylon does. Problem is that, I found coding of 2D UI elements in both Three and Babylon really difficult compared to Pixi. In Habbo it's really minimal what is going to be 2.5D / 3D as only the rooms, avatars and furni are, the rest is basically 2D GUI. So this is how I've done it for now https://gist.github.com/marcus-sa/7993baa14e6301c762747142e55cb5cf Some questions: Is Habbo; 2D with projecting, 2.5D or 3D, and would it be enough to use Pixi only? If no: Would it be possible to extend Pixi with Three or Babylon when there's going to be rendered 2.5D /3D objects? If it's truly 2D with projecting, should I just use Phaser instead? What would be best to do?
  11. Doctor Simon's Time Crash (Download in Google Play) Doctor Simon's Time Machine has crashed and now he is stuck in a time loop! You're his only hope to come back to the present. Memorize the shapes and colors of the combinations and click the buttons on the correct order to break the loops. Travel through time and discover new ages and backgrounds. Play with special features and bonus and unlock all the rewards to complete the game. I developed this game for Ludum Dare, a JAM event in which you have to create a game from scratch in 72 hours or less. In this case, the selected theme was 'Stuck in a loop', a tricky one. I used Phaser 3 for the coding and photoshop for designing characters, backgrounds, buttons and bars. It's my fifth game uploaded to the Google Play Store, with my Game Studio, Funsmith. All of them developed with Phaser. Here's the Google Play link to download in Android devices: https://play.google.com/store/apps/details?id=es.timecrash.app If you have iOS or you want to try the game but not download it in your phone, here's a HTML link. But please, remember, if you like it, download it! http://gonzalolhm.es/doctorSimonTimeCrash/
  12. Play It Now: https://cutedressup.com/game/bigmax-happy-halloween/ Description: Welcome to BigMax Happy Halloween Party. Tomago and Hiro planned to celebrate this Halloween a more memorable one. So they decided to try some crazy outfit for them and the BigMax. They arrange a party with Halloween decorations. Help them and have fun!
  13. hi guys, How can I disable distanceJoint from a created sprite ?? I need to create a game similar to Tower Bloxx, Help Please.
  14. I have this idea for creating a character customization system. The system would be implemented as follows. 1) Organize a base template sprite sheet with character components arranged in a composition for future compositing. Example: Lets assume a full body template for a characters design is 125 by 125 consisting of head, body, and leg components. The head component of the character would use 25 pixels and would be isolated on separate parts of the sprite sheet that occupies the respective pixels while the rest of the 100/125 pixels are blank. The same would be done for the body and leg components. 2) Bind the components together via some sort of linked list or maybe even graph based implementation. I'm still learning about graphs and am thinking they're best for this system given compositing more complex sprite sheets will involve layers. Any advised implementations or any kind of information on graphs associated with player creation systems is highly appreciated. I think this is a great opportunity to practice graphs. 3) Next there will be an interface that allows the player to choose the color and textures of each of these components. The player will confirm and submit their design when finished. Now that the player has submitted their design, I'm a bit puzzled about the next step and have a few ideas on composing the data. 4a) Use Phaser api to turn the data into bitmaps? I don't know much about this implementation yet since I'm still learning how to utilize bitmaps and how Phaser handles bitmaps 4b) Composite the items on a canvas and store it in a uri using the canvas to url method. I also lack experience with api but I definitely can see how it would work. 5) Ideally I'll save the data to a database and retrieve them via player credentials. I'm not sure if I'm over complicating things or not so any feedback would be appreciated. I use Phaser but any html5 based idea or solution should be fine.
  15. I wanted to share a Phaser 3 game I’ve been working on. The entire game is made on my iPhone with Textastic and a vector drawing app, so there are no keyboard inputs. The controls are fairly simple. Just slide your finger left or right to move, and you can either swipe the same finger to jump, or swipe with your other hand while running. To climb the rope, you just have to slide up or down; and to swing, slide left or right. To enable the slingshot, click on the character, pull the rock back, and let it go. When you start to fall in the hot air balloon, hold your finger on the screen and it becomes an “endless runner” until 3 birds fly by. This game is not anywhere near completion, and I imagine it will take several years to finish it on my own. The animation is not great, but I have downloaded DragonBones and will be trying it soon. I hope you like it, and please let me know what you think. Thanks! https://cannabijoy.com/matter.html FullSizeRender.mov
  16. Check out BlockTanks, a simple yet addicting MMO Tank Game made with nodeJS and Websockets. In BlockTanks, you move a tank and shoot players on the opposite team, getting as many kills as you can. No need to create an account, just type in a name and play! The game's features include: Real time player combat A maze-like map that two teams of tanks can navigate through Four types of power-ups Chat features Tank Skins I made a post about this game a few weeks back, and I have been working on the game since. Here are the new features: By popular request, I've made an invincibility power-up that lasts for ten seconds. The map changes every day to keep the game interesting. I have added more tank skins, along with a list of all the current working tank skins. Server bugs have been fixed to reduce server crashes. A respawn timer has been added and the kill count at the top has been redesigned. Play the game at: blocktanks-kevdude749.rhcloud.com Hope you like it! Also, if anyone has any tips/experience with promoting and marketing a game, I would be glad to know UPDATE: BlockTanks now has a bot feature which allows for single player gaming when no one else is online (which occurs often ). If you log on and there is no one else online, a bot will spawn on the other team and fight against you until someone else joins. Please give it a try and let me know what you think of the new AI!
  17. At Starloop Studios we are looking for a Phaser Game Developer freelance ready to make our clients’ wishes and our team’s ideas come true!Come on board and get ready to create some of the most kick-ass games ever! Minimum Requirements **************************************************************************************************** - Extensive knowledge in Phaser development.- Working knowledge of the Phaser game development engine and the ability to quickly get up to speed with any related tools.- Experience in creating exciting, highly interactive experiences on the desktop, iPad, iPhone and other mobile devices.- Proven resourcefulness in troubleshooting complex problems.- Experience coding for mobile web using responsive web technologies as well as Typescript knowledge.- Strong debugging and optimization abilities.- Good English oral and written communication skills- Good positive attitude and outlook, self-motivated, and a great team-player.- Good communication and problem-solving skills.- Have a proactive work ethic Project Details: Ongoing relation for multiple projects, recurrent dedication. Long term projects (+6months) A good working environment within a group of motivated colleagues Flexible schedule Horizontal and agile organization Remote work To apply for this opportunity, please send your resume and a cover letter and salary expectations to aitor.rodriguez@starloopstudios.com.
  18. So I was fallowing along an online tutorial phaser-101-introduction-to-game-development and I just can't get my game to appear. The error is Failed to load resource: the server responded with a status of 404 (Not Found) The tutorial said it HAD to be on a web site you built or whatever to get it to load right so I made one and nothing the broken phaser game . Just not sure how its not reading it I downloaded everything into the right folders and have all the path names right. <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Welcome to Road Kill Candy's Games</title> <script type="text/javascript" src="http://gc.kis.v2.scr.kaspersky-labs.com/FD126C42-EBFA-4E12-B309-BB3FDD723AC1/main.js?attr=JSM1EvLROPX115ml3uJbdZZ-lwwpEqPUC2arVNOQbbGahJ1RiZ8YWfXBj7TZ_E-MoEEEFjmFPyuFom0EN7r95ZXWq76bQYINoAUdkEjhwZw" charset="UTF-8"></script><link rel="stylesheet" crossorigin="anonymous" href="http://gc.kis.v2.scr.kaspersky-labs.com/E3E8934C-235A-4B0E-825A-35A08381A191/abn/main.css?attr=aHR0cDovL3JvYWRraWxsY2FuZHkuYXR3ZWJwYWdlcy5jb20vaW5kZXgyLmh0bWw"/><style> canvas { width: 100%; } </style> </head> <body> <script src="">js/phaser.js</script> <script src="">js/game.js</script> </body> <center> <a href="index.html"> Back</a></center> <br> <center> <a href="https://mrskaiba.wixsite.com/nerdyglamor"> <img src="/assets/saturnd.png"></a><br><br> You have to enable JavaScript in the Bowser to play </center> </html> and the game code looks like / create a new scene let gameScene = new Phaser.Scene('Game'); // load assets gameScene.preload = function(){ // load images this.load.image('background', 'assets/background2.png'); this.load.image('player', 'assets/player2.png'); this.load.image('player', 'assets/dragon2.png'); this.load.image('player', 'assets/treasure2.png'); }; // called once after the preload ends gameScene.create = function() { // create bg sprite let bg = this.add.sprite(0, 0, 'background'); // change the origin to the top-left corner //bg.setOrigin(0,0); // place sprite in the center bg.setPosition(640/2, 360/2); let gameW = this.sys.game.config.width; let gameH = this.sys.game.config.height; console.log(gameW, gameH); console.log(bg); console.log(this); }; // create the player this.player = this.add.sprite(70, 180, 'player'); // we are reducing the width by 50%, and we are doubling the height this.player.setScale(0.5); // create an enemy this.enemy1 = this.add.sprite(250, 180, 'enemy'); this.enemy1.scaleX = 2; this.enemy1.scaleY = 2; // this is called up to 60 times per second gameScene.update = function(){ //this.enemy1.x += 1; this.enemy1.angle += 1; // check if we've reached scale of 2 if(this.player.scaleX < 2) { // make the player grow this.player.scaleX += 0.01; this.player.scaleY += 0.01; }; // check if we've reached scale of 2 if(this.player.scaleX < 2) { // make the player grow this.player.scaleX += 0.01; this.player.scaleY += 0.01; // create a second enemy this.enemy2 = this.add.sprite(450, 180, 'enemy'); this.enemy2.displayWidth = 300; // flip this.enemy1.flipX = true; this.enemy1.flipY = true; // set the configuration of the game let config = { type: Phaser.AUTO, // Phaser will use WebGL if available, if not it will use Canvas width: 640, height: 360, scene: gameScene }; // create a new game, pass the configuration let game = new Phaser.Game(config);
  19. Babel Tower is an incremental idle clicker game where you manage the building of the Tower of Babel. You can mine stone, process the stone to create bricks, chop trees, build crane, sell resources, even invite tourists to your tower, to make money! The game is on ArmorGames: http://armor.ag/BabelTower (rating 65%, 50k plays) The game was made with Phaser 3.19
  20. create() { this.rock = this.physics.add.staticGroup(); this.rock.create(1002, 145); this.rock.setScale(2); } The code above does not set the scale of the rock that I have set as a static group. Is it even possible to scale things in a Static Group?
  21. I've looked at a lot of tutorials on how to do this, but all of them seem to be out of date and do not work anymore with the current version of Phaser 3. Does anyone know how to do this? It would be appreciated if you could also tell me how to do this with bitmap text as well.
  22. // hello again lads! I've got another problem. I was working on a game and I was specifically // working on a Gameplay scene and there was no specific error in the console but the physics // collider between my platform and the player wasn't working and my player fell through the // platform. Can somebody point out the mistake I've made? Any help will be greatly appreciated :) // The code from my 'Gameplay' scene: var platform; var player; class gamePlay extends Phaser.Scene{ constructor(){ super({key: 'playing'}); } preload(){ this.load.image('sky', 'assets/sky.png'); this.load.image('sun', 'assets/sun.png'); this.load.image('ground', 'assets/platform.png'); this.load.image('cubey', 'assets/cubey(1).png', {frameWidth: 32, frameHeight: 32} ); } create(){ this.add.image(400, 300, 'sky'); this.add.image(400, 100, 'sun'); platform = this.physics.add.staticGroup(); platform.create(400, 500, 'ground'); platform.create(250, 500, 'ground'); platform.create(500, 500, 'ground'); player = this.physics.add.sprite(400, 300, 'cubey'); player.setBounce(0.3); player.setCollideWorldBounds(true); this.physics.add.collider(player, platform); // not working } update(){ } }
  23. I keep on getting this error while starting my project - 'scene1 is undefined'. what is the problem in the code? I'm quite new PHASER, so a help would be really appreciated :) Also, I've used seperate files for each function. The code is written below, check it out: // the main.js file const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: 0x000000, scene: [scene1, scene2] }; const game = new Phaser.Game(config); // scene1 file class scene1 extends Phaser.Scene{ constructor(){ super({key: 'loading'}); } } preload(){ } // scene2 file class scene2 extends Phaser.Scene{ constructor(){ super({key: 'playing'}); } }; function create(){ this.add.text(20, 20,'loading'); } }
  24. We are a duo, i'm the programmer and my associate is in charge of marketing, communication and management. We are about to launch Astrogon, an arcade platformer mobile game. We wanted it to be intuitive and easy to learn but really challenging at the same time. You need to avoid the opposite color, unless you are purple (Purple is like Mario's star). green power-ups give you an extra jump. If you are purple you have an extra jump just by touching a wall and gravity changes. The main plus of this game is the community levels. I made an in game level editor, and users will share their creations and watch people play thanks to a Replay feature. I can't tell how much i love Phaser! It will be compiled with Cordova to be released on mobile. If you want to know more about it, here is the website: www.astrogon.com Thanks.
  25. Hello, I wonder if anyone knows how to record sound from microphone input with phaser? In my project, I have to add a record button, and when user click on it, the program needs to start receiving audio stream from a microphone. After user finishes recording, by clicking on a stop button, the audio should be encoded and stored as an MP3 or other acceptable audio format file. Anyone can give a helping hand?