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Found 8 results

  1. Hi all, Pocket Ball is 8 ball on a 7 foot table, in the browser, on PC and phones. You drag on the table to point the cue, pull the upright cue bar at the side and let go to shoot, and tap the white ball to add follow, draw or side. Play mode shows the cue and nothing else, no aiming line and no ghost ball, and you climb a ladder of 12 opponents at the local pool hall from the guy next door to the owner. Lesson mode puts the lines back and lets you practice alone, and 2P is two people on one screen. English and Korean, nothing to install. Play (free, no sign-up): oreumgames.com/en/games/flash/pocketball/ Tech, since this is a dev forum: Three.js draws the table, balls and cue, but the physics is our own 2D sim that runs on top, at 500 steps a second. The table is 1.98 by 0.99 m and the balls are 28.575 mm radius, so the real numbers. Rolling friction is a constant plus a term proportional to speed, ball to ball restitution is 0.95 and the cushions 0.78. Follow and draw are stored on the cue ball and only applied at the moment it first contacts an object ball, side spin changes the angle off a cushion, and each pocket is modelled as the two cushion nose segments plus the jaw points, so balls rattle out of the jaws the way they do in real life. The opponents all pick from the same ball to pocket candidate list with an aiming error from 3.0 degrees down to 0.32, and from the middle of the ladder they roll the shot forward and score where the cue ball ends up. Thinking time tops out at 83 ms. The slowest frame in a 2,520 frame run was 25 ms, after the first match frame hitch was removed by warming the materials up front. The ball, cushion and pocket sounds are CC0 recordings from Pixabay, and the music is a 104 bpm loop over Dm7, G7, Cmaj7 and A7 made in code with Web Audio. The whole thing was built and released on October 15, from a two word brief, pool game. The first version aimed the cue for you and the feedback was that it went in too easily and the game went out of it, so it became lesson mode and a play mode with no help at all. A 36 card reward system built the same morning was removed the same afternoon. Made by a very small indie team in Korea. One thing I would like to hear: does play mode with no aiming line feel fair to you, or do you end up wanting the ghost ball back? Thanks for playing!
  2. Hi all! I made some improvements to my web games site 1 Pixel Army, now it has 4 games (all made with Phaser). I'd be happy to receive suggestions for improvement. You also have the option to place a free ad as well, to promote your game/project/whatever, you just have to sign in with your Google account. Hope you enjoy the games, and spread the word!
  3. Hi, I'm currently in the process of making my first game having completed the zenva course and am confused by the weapon plugin. My game is a platformer shootemup type, where there will be the player and multiple enemies shooting a variety of ammo types. The zenva course covers making bulletpools and sharing them between enemy sprites, but does not mention the weapon plugin. On the face of it the weapon plugin looks great, sorting out a whole load of features neatly. However if each enemy has its own weapon tracking it, does that mean that it then gets its own bullet pool, all of which then need to be destroyed once the enemy is killed? This seems to somewhat defeat the point of the bullet pool. My question is then: can the bullet pools be shared between enemies OR should I just rely on the entire bulletpool being recycled along with the enemy itself as it is itself pooled OR should I just not bother with the weaponplugin at all? Any help or suggestions much appreciated, Thanks, Gordon
  4. Hi all! I've put together a couple of HTML5 games in my website (www.1pixelarmy.com), so you can play them ;). There are three finished games (Basketball Legends, Pool Master and Bear Rescue), and another one in development (Soccer Stars). I made my own leaderboard system, you can play as a guest or create an account to save your scores. I'm planning to add Google login as well. Feel free to play, test, suggest, comment, etc! David
  5. Hi guys, I want to make a sprite pool for make bullet in the game, when I kill the bullet sprite, I found the update function is still running, so I wonder is there any way to stop the update function, actually I want to make a new update function when I get it from the pool. thanks.
  6. I was wondering if Phaser.pool (or simillar) was implemented? (a group of re-usable objects for bullets for example) I know we were talking about this a few months ago.
  7. Hi, first time posting. I'm currently trying to predict the angle the ball will take after collision in a pool game. I attached a screenshot of what I want to implement. The white line coming in front of the pool cue shows where the ball will collide and the angle it will take after collision. Im currently using P2 Physics but cannot figure out what I should use to draw the line and calculate the angle. I started trying to use a geometry line, but that only shows in Debug mode, and I tried a Sprite that's a long line that I can then mask, but that's not working either. Any help would be appreciated, this is my first time making an html5 game and first time using phaser. I've previously made games for Mobile using Corona SDK and I know how I would draw the line there, but can't find anything in Phaser. Thanks!
  8. Launch Focus is a branding, design, and marketing company. We specialize in creating successful communities and brands. Pool Lobby is an upcoming game that we have created. It is multiplayer and will allow for you to play 8 ball or 9 ball. Help fund @PoolLobby - https://www.indiegogo.com/projects/pool-lobby#/ Interested in a job? We're looking for a HTML5 game programmer, backend developer, and server administrator. Apply at www.launchfocus.com/careers/
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