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  1. Ninja.io is a fast paced, 2D multiplayer shooter inspired by games like Soldat, Unreal Tournament and N-game. Currently implemented game modes include Capture the Flag and Deathmatch. It uses the Box2D physics engine to enable convincing rigid body simulation. Players can make various moves including backflips, rolls, proning, running, flying and crouching. The game is still under active development and I'm willing to devote a great deal of time to finishing this project. I've made a test server available and you can join it by following these steps: - Go to
  2. Hello, I just started learning Phaser 3, 2 days ago so I am very new. I am currently using the latest version of Phaser 3, developing using webpack and npm to bundle and serve to a Firefox browser. Right now, I'm trying to create a game where the main character (ninja) is being controlled by the user's cursor. How I have done this, is basically when the cursor moves, the character sprite will move along with it. this.input.on('pointermove', function (pointer) { this.ninja.x = pointer.x; this.ninja.y = pointer.y; }, this); this.ninja.body.setAllowGravity(f
  3. Hi all I'm CodingButter I have been developing a 2d game engine from scratch. I wanted to get some opinions about the tick and render loops. I currently have my render loop executing as fast as requestAnimationframes will let me. And I've also trigger my ticks with setTimeout. I've noticed by doing this I am consistently getting 200 ticks per second. I was wondering what the drawbacks would be for using setTimeout in this way. I personally don't seem to see anything but improvement to my game behavior. but I'm sure there is something big i'm overlooking performance wise. Any thoughts. Als
  4. What physics engines are available for Javascript and/or Typescript? I've searched myself but maybe there's one or two I missed. I also found a post in these forums but that's over two years old now; It's a little disappointing to see that some of them aren't actively developed and lacking a lot of features. I put together a test to compare the different engines I tried - I've attached the files if anyone wants to try it out. Here are the engines I've tried: PhysicsJs http://wellcaffeinated.net/PhysicsJS/ - Incomplete: lacking simple features like constraints - Seems li
  5. I’m trying to make a game with a rocket ship navigating in a cave. The cave is broken up into 400x400 big tiles that’s combined to form a bigger cave. They all have physics-maps from “PhysicsEditor” that seems to work correctly. My tileclass: export default class Tile extends Phaser.Physics.Matter.Sprite { constructor(scene, x, y, sprite, phymap) { super(scene.matter.world, x, y, sprite, 0, { shape: phymap }); this.setStatic(true); this.setBounce(0.05); scene.add.existing(this); } } And these are added in game.js: tilemap[1][0] = new Tile(this
  6. Hello, I'm a web programmer with 3 years of experience (currently a senior developer). I've always been a fan of videogames and now I'm starting learning game development just for fun. Like in any type of development , you always face problems and learn of those. Sharing is the strongest tool to learn, you help other people to prevent/fix mistakes and they help you. What am I looking for?: People like me that is learning to develop games and want to meet other people to make games with them, share experiences, ask&answer questions. How will we organize? I have experience managin
  7. 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 f
  8. Hello. I'm indie game developer and currently working on Offroad Mania — game for everyone, who like off road and challenge. Offroad Mania on Steam https://store.steampowered.com/app/1222040/Offroad_Mania/ Write me in Discord and I give free game keys https://discord.gg/S7qpVaB Free web demo https://html5.gamedistribution.com/268e3f7dc6e6481298fafa5f3cf9e911/ Features: — 120 levels with rocks, trees, bridges, springboards etc. — 5 amazing 4×4 off road cars for fun — Car physics based game — Car and driver customizing — Fun driving gameplay — Colorful a
  9. // 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'); t
  10. Super-excited to announce some new experimental PlayCanvas technology that simulates cloth physics. final_5ed7a246132aee0015b5c0af_798743.mp4 Check out the blog article describing how it was done: https://blog.playcanvas.com/implementing-cloth-simulation-in-webgl/ Just a first step - but the added realism for character rendering is superb. Let us know what you think!
  11. I have this map created in Tiled, with an object layer for the doors. And this door object has a custom property "link", which should tell where the door goes. In phaser, I created an object layer for this doors and put them in to a new static group (this.physics.add.staticGroup). And if the player hits this door object, a method get called: this.physics.add.overlap( this.player, doors, this.enterDoor , null, this ). And there, in the enterDoor method, I want to read the "link" property, so I can switch the scene based on that value, which tells where to go next. But I am not able to get
  12. Sup my dudes, My latest game Bouncy Woods was released just yesterday on Poki - https://poki.com/en/g/bouncy-woods It was developed with Phaser 3 and MatterJS. Matter was pain in ass to deal with because I really needed "bullet" like bodies for this game and Matter doesn't support it. So sometimes you can notice "tunneling" issue - when balls go through blocks. If you have any feedback or questions regarding the game - please let me know. Gameplay video
  13. Hi, I saw the code presented in the link https://playground.babylonjs.com/#1NQTNE#11 and played many times. I felt "moveWithCollisions" is full of magic . it seems that with the help of "movewithCollisions" the mesh can smartly move and move little by little and finally manage to find its path to reach its destination. I checked the code but was not able to figure out how to use it exactly, there is few comment or remarks to tell what's the purpose of some important lines .
  14. Hi, How can i play right with the acceleration of the velocity? In this tutorial http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game (really well done), but it only change the velocity. How can i accelerate it the way a race game works? I want to accelerate it from 0 to a maximum number, or it's current value to a maximum number. How can i do this? What's the best way to handle it and create a maximum speed? Thank you very much guys
  15. I'm just starting with libraries for JS 2D game development and I want to pair these two and I've spent several hours trying everything I can and all the examples I could find on how to use Pixi.js sprites and shapes but I feel like I can't get it right. If I get anything to work at all, it is always either really clunky code that I think will affect some functionality or performance later. Here's an example on how to use a JS canvas with Matter.js, and I even tried using PIXI.Graphics to replicate this: https://github.com/liabru/matter-js/wiki/Rendering I really want to be able to d
  16. Hello, hope you'll are doing fine. I'm a beginner programmer and recently I've been working on a 2d physics game engine in JavaScript. Everything seemed to be working fine until I have come across an annoying bug in my push mechanic. I have created a 2d collision system where object A will be pushed away b object B, etc. In addition, I have created a push mechanic meaning, object A can push object b (if it’s not solid). However, I have come upon a problem where e.g. object A (Player), object B (box which the player can push) and object C (Solid wall), he problem occurs when object a pushe
  17. Hello there! I'm working with this example (asteroids movement): LINK There is a strange behaviour that blows my brain out. It can be better seen on the attached video. All I've done was a small rotation and then just pressed UP cursor key. As you can see with the help of turned on debugger velocity vector rotates during fly until it reaches bottom-right corner of the bounding box. Also it force ship to fly wrong, it can be noticed even without debugger. Expected that velocity vector to be applied directly to where ship's nose is (or more correctly, ship have to move to the oppos
  18. https://apollinaria-felix.itch.io/climbing-on-the-trees An interesting mix of the endless runner with the jumper. Control your character with the keyboard, and try not to fall down, by using the cloud platforms, branches, or by clinging to a tree on the left. Be careful - some of branches are begin falling, after you step on them. The cloud platforms are moving, but they stay on the screen. Along the way, collect coins and also the milk, which is needed to restore health, since there are many enemies on these money trees. 😈 If you have lost full four hearts or fall b
  19. So I am working on my just general knowledge of how phaser works, I have only done two tutorials. But I think I have a decent grasp on it so far. But I am running into a little problem, I am trying to use the Follower object, so that I don't have to create the vec2 and attach it, but I don't seem to understand the documentation or what it means by "If this Game Object is enabled for physics then this property will contain a reference to a Physics Body." I have scoured the docs for hours. I see how to 'enable' in arcade physics but I cannot find any reference to how with impact physics. I am ab
  20. Hey everyone, I looked around for details on this but I am trying to determine the difference between the Physic types: Arcade, Impact, Matter to see what would be best for my type of game or to experiment with. I read in the Dev blogs that "Arcade" was meant for very simple physics in a game, while somewhere else I read that "Matter" was meant for debugging... I would like to know what the real differences are and which would make the most sense for a given game type. Does anyone know what the differences between the Physic types are? Thanks!!!
  21. hello a need help with p2 if anybody of you, provide me some information about using force I'd appreciate, I'm following the example I'm trying to use this code postStep but what I don't understand where to put that code if is inside animation loop or outside the game loop, I tried different ways but it didn't work for me. I'm using phaser's game loop (update) for my main loop. world.on('postStep', function(event){ // Add horizontal spring force circleBody.force[0] -= 100 * circleBody.position[0]; });
  22. Hi, Tower Boom is my first HTML5 game. It has 24 levels, and now available for non-exclusive licensing. The game was ported from flash, you can play the flash at https://www.coolmathgames.com/0-tower-boom If you're interested, feel free to send me a PM, I'll give you the HTML5 link. Here are some screenshoots...
  23. hi, because some issue, so i using group to create sprite as my colliders. var octopus; var colliders; var col; function create() { octopus = game.add.sprite(300, 200, 'octopus'); colliders = game.make.group(octopus, 'colliders', null, true, Phaser.Physics.ARCADE); octopus.updateTransform(); col = colliders.create(0, 0); col.body.setCircle(30, -30, -30); col.body.reset(colliders.worldPosition.x + col.x, colliders.worldPosition.y + col.y); game.debug.body(col, 'rgba(255,0,0,0.5)'); } function update(){ game.debug.body(col, 'rgba(255,0,0,0.5)'); } in the example, the body
  24. Hello guys ! I'm trying to make an anatomy based app with bones, muscles and ligaments. I'm actually prototyping to see if that's possible but I'm stuck on some features. Muscle representation For the muscles, I was thinking about a spring joint. But when I was testing, it seems that we can't add multiple joints between the same impostors ? For exemple, if we have 4 muscles between two cubes, each going corner to corner. If one spring is stiffer, the cube should rotate but it's not. I actually tried the same thing about a year ago on Unity and it was workin
  25. I'm starting out learning to build games in Phaser and doing multiplayer games and had the idea that I would build a simple multiplayer game to play with the kids. the basic idea: Two teams of either 1 or 2 players each kick a ball around a bounded area trying to get it into the opposing teams goal. I've played around with the physics engine demos a little bit and think I know enough to make a player (circle) that can move a ball (another circle) around in a Phaser game using P2 physics. I've also messed a little bit with node.js and the sockes library and implemented a little d
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