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Found 15 results

  1. I'm not understanding how to incorporate plugins... especially for matter-attractors. my config file looks like this, I'm bringing in another plugin that worked well, and had good instructions. type: Phaser.AUTO, parent: "my game", canvas: document.getElementById("game"), width: 1500, // window.innerWidth height: 1500, // window.innerHeight pixelArt: true, roundPixels: true, physics: { default: "matter", matter: { gravity: { scale: 0 }, debug: true, }, }, plugins: { scene: [
  2. I`m use in creating simple game - ES6 syntax, and I cannot add plugin to my game (phaser-plugin-game-scale). Help me and explain how to use plugin in ES6 syntax. Thanks!!
  3. Hi y'all, I'm having trouble getting the Webcam plugin running in my game for some reason. Seems like it should be simple enough judging by the example: https://phaser.io/examples/v2/misc/webcam When I start the plugin from inside my Game state, the plugin starts, my browser asks for permission to access the camera, and then I get a completely blank screen - no output from the camera. Or the output is printing somewhere that's not being added to the game. Here's my code: BasicGame.Game = function(game) {}; BasicGame.Game.prototype = { preload: function() { thi
  4. This is a list of plugins I have done and going to do in no particular order. Help support me in making plugins. Dialog Manager: Dialog system that pulls scripts of dialog based on scripts. Inventory Manager: Complete inventory system that manages multiple inventories. Locale Manager: System for handling multiple locales. "Mode7": Progress, History, Wiki. My attempt at bringing more depth to Phaser.io than your run of the mill perspectives. Projectile Weapons: Various types of projectile weapons. Registry Manager: Simple registry to handle the data for a gam
  5. I have been looking over the forum and such and through various resources and decided to throw together some things for new comers and such. If you want to add to the list, just reply and I will get around to it. I will be adding more as I come across them as well. Legend [$] Must Purchase [/$] Purchase but has Trial Version [//$] Must Purchase if for commercial Assets SoundImage Books, Tutorials and Videos [$] Create a procedrual endless runner [$] Create a vertical endless runner [$] Discover Phaser [$] From null to full HT
  6. Hello! I am curious to know what the forum's favourite plugins are. I would also want to know why you chose that plugin, what made you use it? Thank you for your time html5gamedevs, curious to see your answers.
  7. So I'm a phaser/html5 newbie, but coming from java I've chosen to take the typescript route, and am now trying to get plugins to work, but have been having major issues, and haven't been able to find any "official" information about typescript plugin support, only a few threads here with hacky solutions that haven't worked for me. What confuses me is that there are often typescript typings along with the plugins, which would indicate that they're supposed to work with typescript. Any insight into this would be greatly appreciated, and if I may suggest, should perhaps be more clearly prese
  8. Who else agrees? A Phaser market site like http://market.ionic.io/ Regards, Nicholls
  9. Hi, I am developer of Overlap2D, which is an open source level and ui editor. Overlap2D's main logic is to give level designer a way to composite a big non tiled map of nested things, and export that as JSON. Later a developer can use any framework/language of their choice to load, render and use that map the way they see fitting, given there is a runtime lib made for that language/framework. Check out our website and main video if it's still unclear: http://overlap2d.com/ Now to the point, originally we had a runtime for libGDX, and currently are adding a runtime fo Haxe. I am thinking ne
  10. Hi guys! I just want to share with you some plugins i made for my games (pixi.js >= 3.0.8). May be useful for someone. pixi-animationloop: To manage the requestAnimationFrame, doing the basic time operations, like delta time, total times, stop the loop when the browser's tab lost the focus, etc... pixi-keyboard: To manage keyboard events easily. pixi-timer: To create time events, clocks, etc... pixi-audio: To add audio support using the pixi resource-loader. The plugin use webaudio by default, and fallbacks to HTMLAudio when is needed. pixi-tween: To create tween animations, twee
  11. I'm still pretty new to Phaser/JS and TypeScript. I followed the Photonstorm tuts to get started with Phaser and TypeScript. And I have a few questions. First one is: How can I get the plugins: https://github.com/photonstorm/phaser-plugins to work in my TypeScript environment? Do I have to re-write the files? Or can I just add them in as a reference? How? Thanks in advance!
  12. So I'm fairly new to Phaser and there are some topics I still haven't learn how to manage with TS. I saw some examples of the Isometric Plugin where Phaser plugins are loaded as follows: preload: function () { (...) // Add and enable the plug-in. game.plugins.add(new Phaser.Plugin.Isometric(game)); (...)}But reading the docs I realized that the class Phaser.Game does not contain a property "plugins". So I kept searching and I found the Phaser.PluginManager class that does have a "plugins" property but seems to take weird extra parameter. My question is: How can
  13. Hey guys! I'm trying to make some advanced physics in my babylon project. To be more concrete: There is a brick wall and a cannon in front of it. Cannon makes a shot and when the shell collides with wall I want to shatter them. So, for the wall I have two options: Voronoi FractureBreak the wall into bricksAssume I will use second one. According to forums I should break wall mesh into group of bricks with joints and remove some of them if the force is too strong. And this is where the question appears: what is the best option to deal with it? Should I expand oimo/cannon plugin to have mor
  14. How to create particles in the pandajs with p2physics? Thanks!
  15. In my current game I am using chipmunk.js to great success, and I was hoping to take my small wrapper / physics controller I've made on top of it and making it a plugin for phaser as a way of giving back. Is this the right usage of a plugin, and where can I find some info regarding plugin creation?
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