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Found 3392 results

  1. I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what other components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful for any collaboration. Available at GitHub and npm
  2. JOLLY DAYS QUIZ This is a fun filled quiz game which will help you find your dream destination for holidaying. This game is engaging and for both boys and girls. Features: Entertaining Single player Quiz based game To Play and know more about the game visit: https://www.redappletech.com/jolly-days-quiz/
  3. With exactly the same codebase I have perfectly working Facebook events on Android. However, on iOS it doesn't works. I'm using https://github.com/jeduan/cordova-plugin-facebook4 for this and tried to set some alerts to see the error code or something (note `alert` in the code, for debugging purposes), but there is no action. In essence, I can't see any error, it just doesn't works. The following code: this.options = { method: 'apprequests', message: 'Play YellowSidd with me!' }; this.onSuccess = function(result) { alert("Success with invite, result: " + result); }; this.onError = function(msg) { alert("Failed with invite, msg: " + msg); }; facebookConnectPlugin.showDialog(this.options, this.onSuccess, this.onError); In the Xcode in Build Phases -> Compile Sources I do have FacebookConnectPlugin.m. In Build Phases -> Link Binary with Libraries I do have also the following: libsqlite3.dylib (added by me), Security.framework (added by me), Accounts.framework (added by me), Social.framework (added by me). Also, the FBSDKCoreKit.framework, FBSDKLoginKit.framework and FBSDKShareKit.framework. These last 3 were already in that project.
  4. After successful delivery In-App Purchases (IAPs) on Android using Apache Cordova and https://github.com/j3k0/cordova-plugin-purchase I can't get it working properly on iOS. The problem is that once the item is clicked the price shows its details etc., but if use clicks "Cancel" then the user can't purchase anything anymore. Unless restarting the game, as far as I'm aware I should handle rejection/cancellation events. Tried these, but so far no success. This is how I was trying to handle these events (rejection/cancellation), including playing with store.refresh() in different locations of the code and without it as well: // Handle rejection and cancel events. store.when("com.XX.YY.gems5").rejected(function(order) { store.refresh(); that.game.state.start("GemsState"); store.refresh(); }); store.when("com.XX.YY.gems5").cancelled(function(order) { store.refresh(); that.game.state.start("GemsState"); store.refresh(); }); Code, which correctly works on Android (the handling wasn't required there in order to work properly): 'use strict'; var that = this; // Prepare product. store.register({ id: "com.XX.YY.gems5", alias: "Gems 5", type: store.CONSUMABLE }); // Purchase product. store.order("com.XX.YY.gems5"); store.refresh(); store.when("com.XX.YY.gems5").approved(function (order) { order.finish(); store.refresh(); // Add extra gems. localStorage.gems = parseInt(localStorage.gems) + 5; // Add 5 gems. that.upgrade_sound.play(); // Play upgrade sound. that.game.state.start("GemsState"); that.menu_items[1].select(); // Select second item. }); I'm using Phaser 2 & ES5.
  5. I'm porting a game developed using Phaser to Roku (streaming box) and I needed to change some of the sprite sheets, so I got TexturePacker but was surprised that it does not have an option to read the json file and split back the sheet into all the separate frames. Then I decided to create a quick app to do that, get the json and the png and unpack the frames png files into a folder. It was very useful to me so I decided to open it to the community: https://github.com/lvcabral/PhaserSpriteSheetUnpacker/releases
  6. I wanna create a single animation using multiple sprite sheets that I have, which are a kin da content.
  7. Hello everyone! My current game supports multi language. You can change your language on the fly(dynamically) .Until now, i got only English,Russian,Turkey and i have no problem with them, when user selects some of them, all of the texts are updated for the certain language.But now, i add Japanese, and when user selects Japanese, game freezes for 5 seconds. The font i am using is Oswald. I am using Phaser.Text , instead bitmapText. I know that for dynamically changing texts is better to use bitmapText, but bitmapFonts are huge in size (especially Japanese). Can someone help me finding the answer why Japanese is causing such problem ? Thank you !
  8. Tired of slow and noncommunicating developers? Efficiency is the goal With over 5 years of professional work including Phaser with both Javascript and Typescript, I will turn your ideas into reality! Here is some work that speaks for itself wildgamedeveloper@gmail.com Super Combat Squadron - A fully fledged RTS made in Phaser Frinchinqo - Cryptocurrency based gambling app Universe Hopper - Made for LD36 in just under 3 days using Phaser Infectoids - Made for LD38 in just under 3 days using Phaser In my free time I teach students how to use the Phaser framework, with multiple courses on youtube Contact: wildgamedeveloper@gmail.com or DM
  9. How to drag sprite on a path like there https://cdn-factory.marketjs.com/en/mcdonalds-playable-ad/index.html ? Thanks a lot!
  10. Hi! I'm a developer from Argentina and I just released a visual novel engine based on Phaser and inspired by Ren'Py, called RenJS. The stories are written in yaml on a list of actions, and then interpreted and executed with Javascript and Phaser. It's easy to use by non programmers and it's super easy to extend and modify for anyone that knows a bit of phaser. I invite you to check the tutorial game I made with the engine itself in https://lunafromthemoon.itch.io/renjs, you can also get the code from https://gitlab.com/lunafromthemoon/RenJSTutorial, download it, play it locally and grab the files to make your own visual novels. There's no official documentation of it yet, but I'm working on it. I hope to get some feedback from you all, thank you!
  11. Hi fellas, Play MyMelody ABC Tracing Recently our team has a great opportunity to create an educational game with characters from widely known Hello Kitty universe. Please check the game and let me know what do you think!
  12. Hello, programmers, designers, game enthusiasts and work with this entertaining game! We are Vietnamese. We are young people who have enjoyed playing games since childhood. We are passionate about them and now we create them. We love the work we do. We are approaching the technology of making games with html5. And we look forward to cooperating remotely with anyone who needs us. We have been doing game projects for partners putting them on their website. We can do everything from web programming, frontend, backend, web api, payment integration to in-game client. However, we have not done much gaming projects yet. We are young and want to challenge. We will take your project and take it seriously. You will not lose money if we do not work well. We can work both weekends and even in extreme weather. Please contact us if you are interested. Our English is very low. We will improve it. Get your CV via this email: 247entertainmentjobs@gmail.com. We look forward to working with you and sharing your passion for an entertaining gaming world.
  13. Hi, I'm a designer and I'd like to reach out to others for input or even collaboration. Lots of my javascript work is on github in the spirit of sharing and learning together. Like an open source sketchbook. I like making small experiments that might be included in something bigger. I often play with mechanics, audio and visual elements to look for interesting things : http://type76.com As you can see, it's lots of generated, three.js and canvas stuff, with a game dev leaning. I'm keen to go in new directions too. It's hard to find interest among my social circles, so I'm reaching out here to see if people are into this kind of thing. It's not business. It's about hitting ideas off each other, collaboration, fun and learning together. Maybe we can make an itch.io page if there is the will. You're welcome to join the discord server : https://discord.gg/KUqcuWu I'd love to see your experiments. Here or on discord. Things that aren't full games, but are fun and interesting concepts. This seems the place to look for like minded folks. Have you got a sketchbook? Is there a good CMS for this? I might be doing it wrong. Are there any other communities for this apart from discord servers full of revshare projects?
  14. We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top. The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance. You can play now at https://exocraft.io, and any feedback is greatly appreciated!
  15. Looking for someone/team to help us create templates in Quest.ai. We're an IDE that works on Phaser 3 where we easily create timeline animations, sprite sheets, audio sheets, simple interactions, etc. We offer templates that our customers can customize by using us. Finding it hard to create templates and work on the product at the same time so looking for help. Ideally looking for someone or a team that has multiple existing game projects that can be repurposed into templates for our system. This is absolutely a paying a gig where we pay up front for you to create it in Quest in a way that our users can reuse it. Might not be for all but hoping to find someone with many games behind their belts. www.quest.ai I'm the head of design /co-founder of Quest. I can potentially help with the design / reskinning of things depending on the projects. Thank you and please reach out ASAP as we're looking to produce these soon. This also isn't a 1 person fits the position type thing. We'll have to review your game experience and concepts before starting. Thanks and really looking forward to working on collaboration on some fun stuff. (Attaching an example of a design I have that needs to be coded in Quest)
  16. Hello everyone, first time here (so might excuse if its the wrong section) but I'm fricking desperate at the moment. I'm trying for about 2 days now to get my player to collide with my "Obstacle" tilemap layer. I looked at almost every post about this here or elsewhere but I can't get it to work. It might be a simple thing but I can't find whats wrong and I want to throw my pc out of the window now. So maybe one of you guys have an idea and can help me. Any help is appreciated. The code is the Following: var game = new Phaser.Game(255, 255, Phaser.AUTO, '', { preload: preload, create: create, update: update }); var player; var speed = 2; var floor; var walls; var obsts; var map; function preload() { game.load.spritesheet('player','assets/player_spritesheet.png', 48,48); game.load.image("tileset", "assets/tileset.png"); game.load.tilemap( "map", "assets/test_map.json", null, Phaser.Tilemap.TILED_JSON ); // Phaser.Canvas.setSmoothingEnabled(this.game.context, false); this.game.scale.scaleMode = Phaser.ScaleManager.USER_SCALE; this.game.scale.setUserScale(3, 3); this.game.renderer.renderSession.roundPixels = true; Phaser.Canvas.setImageRenderingCrisp(this.game.canvas); } function create() { // Create map map = game.add.tilemap("map", 48, 48, 16, 16); map.addTilesetImage('tileset'); // Use layers floor = map.createLayer('Floor'); walls = map.createLayer('Walls'); obsts = map.createLayer('Obstacles'); map.setCollisionBetween(1,1000); // create player player = game.add.sprite(50,50,'player'); // all physics related stuff game.physics.startSystem(Phaser.Physics.ARCADE); game.physics.enable(player, Phaser.Physics.ARCADE); player.body.setSize(10, 14, 2, 1); player.body.collideWorldBounds = true; // walk animations player.animations.add('idle',[0,1,2],10,true); player.animations.add('walk_right', [12,13,14,15],10,true); player.animations.add('walk_left', [20,21,22,23],10,true); player.animations.add('walk_down', [8,9,10,11],10,true); player.animations.add('walk_up', [16,17,18,19],10,true); //attack animations player.animations.add('attack_down', [24,25,26,27],10,true); player.animations.add('attack_right', [28,29,30,31],10,true); player.animations.add('attack_left', [32,33,34,35],10,true); player.animations.add('attack_up', [36,37,38,39],10,true); player.animations.play('idle'); game.camera.follow(player); } function update() { game.physics.arcade.collide(player,obsts); player.body.velocity.set(0); // Walk mechanic if(game.input.keyboard.isDown(Phaser.Keyboard.A)) { player.animations.play('walk_left'); player.x -= speed; } else if (game.input.keyboard.isDown(Phaser.Keyboard.D)) { player.animations.play('walk_right'); player.x += speed; } if(game.input.keyboard.isDown(Phaser.Keyboard.W)) { player.animations.play('walk_up'); player.y -= speed; } else if (game.input.keyboard.isDown(Phaser.Keyboard.S)) { player.animations.play('walk_down'); player.animations.stop; player.y += speed; } // attack mechanic if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { player.animations.play('attack_left'); } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { player.animations.play('attack_right'); } if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { player.animations.play('attack_up'); } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { player.animations.play('attack_down'); } //jump back to idle when not walking or attacking else if ( !game.input.keyboard.isDown(Phaser.Keyboard.A) && !game.input.keyboard.isDown(Phaser.Keyboard.D) && !game.input.keyboard.isDown(Phaser.Keyboard.W) && !game.input.keyboard.isDown(Phaser.Keyboard.S) && !game.input.keyboard.isDown(Phaser.Keyboard.UP) && !game.input.keyboard.isDown(Phaser.Keyboard.DOWN) && !game.input.keyboard.isDown(Phaser.Keyboard.LEFT) && !game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)){ player.animations.play('idle'); } } Also if you see any other mistakes, feel free to send suggestions to this as well. Thank you in advance. Kind regards
  17. Looking to hire Pixi and Phaser developers for Noida location. Interested members please PM me or can send over the Resume to hr@t7gaming.com
  18. Hi, I've recently created an HTML5 game, developed using Phaser called Fantasy Wars. You can play now on the Google Play Store or the Apple App Store. Links can be found at https://www.miyagigames.com/. Below is a short description of the game and some of the art. Any feedback would be greatly appreciated. Thank you! Fantasy Wars is a turn-based strategy game where six fantasy races: Humans, Orcs, Elves, Undead, Dwarves, and Drow vie for supremacy in a small crowded world. Features: - 6 races, each with a unique special, strengths and weaknesses. - Epic campaign with 25 missions - Randomly generated map so no two games will be the same. Choose your race. Do you upgrade your troops, or buy more armies? Make a choice, take a risk and conquer the world.
  19. Dlost1

    If velocity than

    Hello, I am creating a small platformer. I want my npc enemy-sprites to move into the other direction when they collide with a block of layer4. However the "if' statement does not work. Which is weird cause speed/velocity often checks as 0 ( see lowest code snippet from runntime). So: How do I make the If statement in the do-function fire???? (uploaded it to github : https://github.com/dijoluc/DungeonDouble ) FYI: the update function is part of the Game1.js and the do function is part of the npc.js file. In update function game.physics.arcade.collide(badguys, this.layer3); //calling the do function game.physics.arcade.collide(badguys, this.layer4, npc.do(this.badguys), null, this ); do: function(objects){ //badguys = the group of ennemies badguys.forEach(function(element) { //debugging console.log(element.body.velocity.x); //set speed to 50 element.body.velocity.x = 50; if(element.body.velocity === 0 || element.body.velocity === -0){ //reverse speed to move in opposite direction element.body.onCollide = element.body.velocity.x *= -1; } My debugging/development console screen: From my developerstool while running Phaser CE v2.7.3 | Pixi.js | WebGL | WebAudio http://phaser.io ♥♥♥ 3 VM1498:15 0 // 3 times an element/object was checked to have 0 speed 101 VM1498:15 50 // 101 times an element/object was checked to have 50 speed VM1498:15 0 // 1 time an element/object was checked to have 0 speed 5 VM1498:15 50 // 5 times an element/object was checked to have 50 speed VM1498:15 0 // 1 time an element/object was checked to have 0 speed 5 VM1498:15 50 // 5times an element/object was checked to have 50 speed VM1498:15 0 5 VM1498:15 50 // 5times an element was checked to have 50 speed VM1498:15 0 // 1 time an element/object was checked to have 0 speed 5 VM1498:15 50 // 5times an element was checked to have 50 speed So it does check elements for 0 velocity...so why does my If not fire??
  20. 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.
  21. Hsaka

    Snake 99

    Inspired by Tetris 99 for the Nintendo Switch, here's a local multiplayer snake game that supports as many players as your WiFi network can handle! Play Snake 99 Built with Phaser 3
  22. Hello, I have different states like "menuState", "optionState", "playState". In optionState I have more than 50 toggle buttons (possible frames: 0 and 1) So, I can include/exclude different cities by clicking those toggle buttons. Let's say I click toggle button next to "Berlin", this city is excluded from an array, and button's frame is set to 1 now. It works fine for all cities, but if I go to menuState or playState, then I go back to optionsState, those toggle buttons are created again, and their frame is 0 by default. Is is possible to save those buttons (keep them on frame 1) after switching the state? I can add different variables to game.js for example, and when toggle button is clicked, set corresponding variable to 0/1. But this requires a lot of coding. Is there any better solution? Thanks
  23. We are a small up-and-coming games studio based in East Anglia, UK, with several games that are ready to be pushed into final production ready for use in the betting and casino industry. We are looking for a freelancer, preferably with experience in the casino or gambling industry, to help us take a demo we have already built in Unity and port it over to HTML5. We will also require the finished game to be plugged into a number of different casino and betting networks. Ideally we'd like someone UK based, but we will consider a remote candidate if they tick all the right boxes. Relevant examples of work would be greatly appreciated.
  24. I am making a top down RPG styled game using Tiled and Phaser 3. I have already made a map in Tiled for the city and store. Also, I have already set the objects for the location of the store where the player is suppose to go in order to enter the store and the location where the player is supposed to appear. The thing I am having trouble figuring out the code I am suppose to use in order to facilitate this action, as well as going back to city map. One more thing, If there are any other ideas on how to go about this I am all ears.
  25. I've finished porting my Snake Slider puzzle game using Phaser. >> Snake Slider playable demo << It's a unique sliding puzzle game. The goal is to move the green snake to the exit. You can slide any snake by dragging them by their head or tail. Use as few moves as possible to earn all three coins. There also are apples and mushrooms that will make the snakes longer or shorter, blocks to push around and locks to unlock. The game also features hand-drawn graphics and multi-language support. It's based on an older iPhone/Android game, this is the JavaScript version which is completely re-written. It's powered by Phaser and it's slightly improved compared to the older version; it has an animated tutorial hand, a visible cursor, sound effect when moving, and overall more animations (menus, buttons etc). Let me know what you think. Can you can solve all levels?