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Found 19 results

  1. Hi indie developer friends You already published a game at the Google PlayStore? Then you know the pain of updating the store information in all different languages. As a start, we published a small tool for translating and creating the release notes automatically. That means: Your turn - Enter your release notes information in your favourite language Our turn - Automatically translate your release notes in up to 66 languages (languages that are recommended in the Google PlayConsole) Our turn - We will provide the "xml-like" format that is required in the Google PlayConsole Your turn - Copy the formatted result to your app in the Google PlayConsole Finished! Saved a lot of time and get a better visibility of your app in the PlayStore. We often used terms like “Bugfixes”, “Performance updates” on each release for all languages.Now you can provide your real update information (up to 500 characters per language) and hopefully get more downloads with better App Store Optimization. Just try it here: http://translate.iwantanelephant.com Here is another explaination how the Release Notes Translation Tool can help you.
  2. We developed a ball balancing 3D game called Extreme Balance 3D. The game is built using Unity. Here is the game Iframe URL: https://www.coolmathgameskids.com/devgames/extreme-balancer/ Game Description: Extreme Balancer 3D is a new ball adventure game developed by CoolMathGamesKids.com team. Guide the ball through different traps to reach the final platform. Game Instruction: - Arrow Keys/ASWD to guide the ball - Mouse to change the view. You can add the game on your website, if you want.
  3. tl;dr Pause, sleep, resume and wake make for a confusing api initially. Also a master pause (logic and audio) would be handy ( I might have missed this though.) After a longish break of game dev I wanted to take a look at Phaser 3. Loving it so far, (Phaser has come such a long way) but I find the pausing/resuming the entire game(logic, animation, sounds) a little confusing. I'm making a master Pause/Play switch. After game.loop.pause() didn't have the desired effect I've switched to game.loop.sleep and awake(). But I'm unsure if this is the intended use for them. Looking forward to the release of this bad boy, continue doing awesome work. Cheers
  4. Hi everyone i'm new guy in here.. I have a problem.. I'm playing a video with videoTexture but i want to make when i clicked to videoTexture to pause video.. I followed this topic: http://www.babylonjs-playground.com/#CHQ4T#5 everyting well but when I click anywhere on the scene video stoping Here is my code var videomat = new BABYLON.StandardMaterial("Videomat", scene); var videoTexture = new BABYLON.VideoTexture("video", ["video/vexpovid.mp4", "video/vexpovid.webm"], scene, true,true); var videobox = BABYLON.MeshBuilder.CreateBox('videobox', optionsVideo, scene); videobox.position.x = -120; videobox.position.y = 300; videobox.position.z = 163; videobox.rotation.y =3.15; videobox.material = videomat; videomat.diffuseTexture = videoTexture; videobox.material = videomat; scene.onPointerDown = function () { //videoTexture.video.play(); if (videoTexture.video.paused){ videoTexture.video.play(); } else { videoTexture.video.pause();}
  5. I'm new to Pixi.js I did a code to make a simple 3 frame animatedSprite but it never leaves the first frame, if I do a gotoAndPlay(1) it goes to the desired frame and stops, and if I console.log the ticker it keeps on the frame as it were stopped but the playing property is true. Can't find the error anywhere. Somebody could help me out here? The code is below: var w = window.innerWidth, h = window.innerHeight, objs = {}, tex = {}, anim = {}, prop = w/16, props = { grass: [2060, 745, 16], trave: [1334, 471, 10], rede: [1309, 454, 9.8] }; var app = new PIXI.Application(w, h, {backgroundColor: 0x33aaff}); app.renderer.autoResize = true; resizeAll(); $('#div_canvas').append(app.view); objs['message'] = new PIXI.Text( "Carregando...", {fontFamily: "Arial", fontSize: 20, fill: "white"} ); objs['message'].position.set((app.screen.width/2)-(objs['message'].width/2), (app.screen.height/2)-(objs['message'].height/2)); app.stage.addChild(objs['message']); app.loader .add('css/fonts/Quantico-Regular.otf') .add('img/grass.png') .add('img/trave.png') .add('img/rede.json') .on("progress", loadProgressHandler) .load(onAssetsLoaded); function loadProgressHandler(loader, resource){ objs['message'].text = "Carregando..."+(Math.round(loader.progress*100)/100)+"%"; objs['message'].position.set((app.screen.width/2)-(objs['message'].width/2), (app.screen.height/2)-(objs['message'].height/2)); app.renderer.render(app.stage); } function onAssetsLoaded() { app.stage.removeChild(objs.message); delete objs.message; tex['grass'] = app.loader.resources["img/grass.png"].texture; tex['trave'] = app.loader.resources["img/trave.png"].texture; tex['rede'] = app.loader.resources["img/rede.json"].textures; anim['rede'] = []; for(var i=0; i<3; i++){ anim['rede'].push(tex['rede']['rede0'+i+'.png']); } console.log(anim.rede); objs['grass'] = new PIXI.Sprite(tex['grass']); objs['grass'].anchor.set(0.5, 0.0); objs['grass'].position.set(app.screen.width/2, app.screen.height/2); objs['trave'] = new PIXI.Sprite(tex['trave']); objs['trave'].anchor.set(0.5, 0.8); objs['trave'].position.set(app.screen.width/2, app.screen.height/2); objs['rede'] = new PIXI.extras.AnimatedSprite(anim.rede); objs['rede'].anchor.set(0.5, 0.8); objs['rede'].position.set(app.screen.width/2, app.screen.height/2); objs['rede'].animationSpeed = 1; objs['rede'].play(); resizeAll(); app.stage.addChild(objs['grass']); app.stage.addChild(objs['rede']); app.stage.addChild(objs['trave']); app.ticker.add(function() { console.log(objs['rede'].totalFrames, objs['rede'].currentFrame); }); } function resizeAll(){ var propW = w/16; var propH = h/9; if(propW>propH){ w = propH * 16; }else if(propW<propH){ h = propW * 9; } prop = w/16; for(var i in objs){ if(typeof props[i] !== 'undefined'){ objs[i].width = props[i][2]*prop; objs[i].height = (objs[i].width/props[i][0])*props[i][1]; } } app.renderer.resize(w, h); }
  6. Somtehing went wrong with the playground. Has Anyone else this error ?
  7. Hello! Im new here, and I'd like some help. I was coding, made a new spritesheet and tried making it play while I press a key. It doesn't seem to be working, and I don't know why. If you could help in any way, it'd be greatly appreciated. Thanks! CODE - https://pastebin.com/Sciaw2uY SPRITESHEET -
  8. Bad Run, is platformer runner and was created as a part of the Bad Pad saga, to expand the world, characters and story and for some extra fun, Bad Pad is my upcoming PC/Consoles platformer game. "Join Square's epic adventure and fight the infamous Evil Pen.Run, jump, dive, fly and shot your way through, but most importantly take Evil Pen down! It's up to you, are you ready?" Features: - Campaign mode including 4 episodes, 40 levels, missions and battles. - Endless mode, master your skills, collect coins and upgrade your character and buy new items. - Daily rewards and achievements. - Bad Pad comics, finish an episode to reveal more slides. - Original guitar driven music by Avishay Mizrav. - Supports Landscape and Portrait views. Bad Run can be download in Google Play for free, https://play.google.com/store/apps/details?id=com.headbangames.badrun If you have any suggestions or questions feel free to ask here or send us an email, have fun!
  9. I am relatively new to Phaser. I am trying to make a small game. I would like to add a background music. I tried following the examples. But music is not getting played. Is a local server required to play the audio files?
  10. Hi Guys! Well thats the problem i have to solve, because I need to continue my animation loop from a specific frame (the last frame when i stop animation from an onDown event ) i can get my animation last frame, but animation.play dont receive that parameter to start the loop from that frame. So what i can do? I've been thinking change the order of frames, ordering a new array, beginning with that specific frame then update the frames array then play animation.....but i dont know just an idea I just had. sorry for my English, google translator at its best. Cheers!
  11. rmbennin

    Stop Update?

    Hello all, I am trying to basically stop my Phaser game completely, the main thing is getting it to stop "updating". I'm not sure how to do this. This is my code creating the game: game = new Phaser.Game(1000, 600, Phaser.AUTO, "gameCanv", { preload: preload, create: create, update: update, quitGame: quitGame } ); In the quitGame function, I am trying to stop the game from running, so I can see if the user got a high score, update the scoreboard for it, and ask the user if they want to play again with different conditions. I have this code for that function: function quitGame(){ console.log("in quitGame"); ingredient.kill(); chef.kill(); score = 0; gameOverOne();} //end quitGame function Please help... Thank you!
  12. Hi.. i want to integrate my phaser with google play services to enable leaderboard. I have generated the client id successfully. i have also included the following lines in my index.html : <meta name="google-signin-clientid" content="xxxxxxxxxxxxxx.apps.googleusercontent.com" /> <meta name="google-signin-cookiepolicy" content="single_host_origin" /> <meta name="google-signin-callback" content="signinCallback" /> <meta name="google-signin-scope" content="https://www.googleapis.com/auth/games" /> <script src="https://apis.google.com/js/client.js"></script> and then in Mainmenu state.....I am adding a button and in its handler writing gapi.auth.signin(). but no signn in popup appears ..? where am i going wrong? I want to know whether it is advisable to use google play services in phaser games or not? Actually I have hosted my game on google drive. www.googledrive.com/host/0B_w6dYmu8MClflFIeGRxQ0tCRU55VXhDY05lQXJtVnJpaC1GREMxbzlDVGlfbnZScFpaZE0 not on a custom domain... Is this causing the problem ?
  13. I have a main music track looping all throughout my game, which works fine in Chrome, but the music doesn't play in Safari. All the sound effects work, but not the music. I think I read something about this somewhere, but I'm not sure what to do. Any ideas? Thanks Edit: Link to the track: https://www.dropbox.com/s/jpj8cldf58gdvth/bgm.mp3?dl=0
  14. I'm having issues with the callback passed in to the onDown. For some reason when I try to play an animation from within the callback the animation won't play at all. What's strange is the animation will play fine in my key detection in the "update" function. My code is this: Player = function(game) { this.game = game; this.sprite = null; this.cursors = null;};Player.prototype ={ preload: function() { this.game.load.spritesheet('grandpa', 'assets/grandpa.png', 64, 117); }, create: function() { this.sprite = game.add.sprite(2 * 64, 8 * 64, 'grandpa'); // animations this.sprite.animations.add('left', [7,6,5,4], 7, true); this.sprite.animations.add('right', [0,1,2,3], 7, true); this.sprite.animations.add('up', [8,9,10,11], 7, true); this.sprite.animations.add('down', [0,1,2,3], 7, true); this.sprite.animations.add('beer', [0,12,13,0], 7, true); this.cursors = this.game.input.keyboard.createCursorKeys(); var beerButton = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); beerButton.onDown.add(beerDrink, this); function beerDrink() { console.log('beer!'); this.sprite.animations.play('beer'); } }}
  15. diex

    jump to frame

    Hi: I have a sprite loaded as atlasJSONArray. I can create serveral versions of the animation and start playing it back like this: for( var x = 0; x < 800; x = x+100){ for(var y = 0; y < 600; y = y+100){ var cat = game.add.sprite(x, y, 'cat'); cat.animations.add('run'); cat.animations.play('run', 30, true); } }what Im trying to achive now is let every instance to start at a random frame (to make all animations look different). i tried this but does not work: cat.animations.frame = Math.floor(Math.random() * cat.animations.frameTotal); how could this be done? I'm as3 coder so I used to do sprite.gotoAndPlay(someFrame);thks !
  16. http://www.throwthegame.com I spent a long time working on this and would appreciate some feedback. I tried to make game creation as simple as possible. There is no scripting and game logic is handled for you. All games are created from "frameworks" which define the type of game. There currently is only one called "Modern Tactics"; a tactical-rpg. After creating your game, you can then create levels for it. Technologies: Ruby on rails Hosted on Heroku Backbone Using my own game framework but am migrating to [pixijs](https://github.com/GoodBoyDigital/pixi.js/) Using soundmanager2 (thinking about switching to howler.js; smaller lightweight) jquery nouislider backbone stickit drawingboard.js
  17. I'm going to build a cool animated game, simple mechanics and few game objects (around limit of 50) without counting particle effects if any. The main goal a want to succeed is to make smooth animation. All animation is going to be sprite/frame based, and still a lot of games use 3 to 4 frames for animating a character running left, or top My main question is when frames are too many... If i make 10 frame for walking left, 10 frame for walking to top, then 10 frames for walking to bottom, and 10 frame for a idle animation: Then I've got to have 40 frames of character for the most basic animations. Then lets consider: jump, duck, slide, lean and so on.... Also should I consider making a transitional frames from: jump to duck for example: When player jumps, and the land he isn't landing straight to idle animation, but is a bit crouching then - if player press: "duck" instead of finishing the animation to stand up, and then make the player duck, i want to stop the animation on the 7 frame of jump animation and start playing jump-crouch to duck animation... Because this is a wide description I'll search and throw some examples from the web which I rate as good spite animations... but also I''ll be vary happy if more people share their vision for in game animations, or some article they find useful... I'll update the topic with my own research too Ahh also very important detail: A character for my future game will have a average size ot 200 x 200 px - so I think this makes the need of more frames to make animation more smooth since if a characters is 50 x 50 px - art. then you can't make so many diferent body positions and so on.
  18. Hi all! I would like to add background music to an HTML5 game. I'm using GameMaker, and its audio system is quite bad, infact with last version music doesn't play even on Firefox 24 for desktop. So I'm trying to figure out by myself how it is possible to play music in Javascript in a way that works on both desktop and mobile browsers. This is my current code: /* * Plays and loops a music file. There must be the music * files in the "html5game" directory. * There must be 2 versions of the same file: a .mp3 and a .ogg. * @param file File name WITHOUT EXTENSION!*/function html5_play_music(file){ // first of all delete the audio element if already exists var audio = document.getElementById("gameMusic"); if (audio) { audio.parentNode.removeChild(audio); } // create a new audio element audio = document.createElement("audio"); audio.setAttribute("id", "gameMusic"); audio.setAttribute("autoplay", "true"); var mp3 = document.createElement("source"); mp3.setAttribute("src", "html5game/" + file + ".mp3"); mp3.setAttribute("type", "audio/mpeg"); audio.appendChild(mp3); var ogg = document.createElement("source"); ogg.setAttribute("src", "html5game" + file + ".ogg"); ogg.setAttribute("type", "audio/ogg"); audio.appendChild(ogg);}This works fine on desktop (tried Firefox, Chrome, IE10), but it does not work on mobile (tried mobile Safari, Chrome and IE10). How can I do? I see that Premium games on marketjs correctly play music on both desktop and mobile browsers: how do they do it? Thank you in advance for your help!
  19. Hey Guys, I have a website that needs some HTML5 casino games like Blackjack, Roulette, Craps, and Slots, complete with sounds and decent artwork and all that. If you have something like that I'd be willing to buy / license it. Let's talk! Thanks.
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