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  1. I started playing around with Phaser 3 particles and ended up creating an RTS game prototype. The game also supports touchscreen and runs nicely on mobile browsers. If you are looking for and old-school RTS game, give it a try and leave a comment 😀 Direct game link: https://gamequack.com/dark-universe-rts-in-space/
  2. DRTS focuses on the core of real-time strategy, forgoing resource gathering, base building, and unit types. You can play the game on https://play.drtsgame.com The simplicity and comprehensive tutorial make it easy to jump into within minutes. Both multiplayer and singleplayer mode are already implemented, the game is work in progress though and updates will follow. Note that the camera controls are not yet explained in the tutorial. Here is how to control the camera: Camera panning: Hold down the right mouse button and drag to move the camera Camera Zoom: Use the mouse
  3. Hi devs, I've been working on "Fold Wars" for past few months. I had posted link to some early builds on this forum before. Now the game is available on Kongregate to play. During the beta testing to Kongregate's K+ users, the response was very positive. The game is HTML5, written in typescript. Only dependency is pixi.js. Give it a shot and let me know your impressions. Link: https://www.kongregate.com/games/blumath/fold-wars Here's a screenshot
  4. Hello, I am making an arena shooter multiplayer game with destroyable obstacles. You can see a pre-alpha here: http://mechsgame.s3-website.eu-west-2.amazonaws.com I have encountered a problem I'm not sure on how to proceed on and I surprisingly couldn't find any information on similar issues. My game will have tall walls and other obstacles which can potentially cover the player's character. I would like to make an effect similar to RTS games, where an outline or a shadow of the player is visible on top of the obstacle. See the below picture to get an idea of what I me
  5. Hello, Game URL: https://cosmic-civilization-conquest.firebaseapp.com/#/ I'm working for some time on rts-idler game based on my experiences with ogame and x-wars browser games. I would like to create a game where you can create and design own ship from components. The ships specifications will be different depending on your technology level in certain areas. Simple mechanics of design and technologies are implemented already working now on technology bonuses for income. Next step is going to be galaxy view, which will allow user to send ships to discover and attack planets.
  6. Small project of a space strategy game (phaser-2.6.2): https://xanela.000webhostapp.com/rts/ Graphics by http://millionthvector.blogspot.com.es/p/free-sprites.html
  7. Danielpok

    RTS Game

    Hello colleagues, it is a pleasure to greet you and introduce me as I have just joined this community and I do not want to create this post without first introducing myself, my name is daniel rodriguez and I am a student of engineering in computer systems in Mexico, greetings to all. Well recently I have the curiosity to make a MMORTS, I explain, I play a mmorts called grepolis some of you have gone through it, my doubt is what framework would help me to design and create a game of this type and what initial steps I have to give for the design of video games in html5 I have basic knowledg
  8. Hi, I've created a prototype for a new game http://docary.com/keyget/royaleai.php , and I need to add sounds, can you help me with some links? I prefer to use generated sounds like jsfx library, but ogg sounds are also a possibility. Thanks, docary
  9. Hello. This is my game early version. Still absolute no graphics, just programming Added the image how it looks now. The turrets can shoot and damage the armies And this is my Goal:
  10. Twitter - Subreddit - Dev Blog - Discord Hello my name is Sam, I'm also the lead artist for Super Combat Squadron. We're a small indie dev team trying to put out a lightweight browser RTS. It's been just myself and one other programmer been developing the game for about a year now but, due to unforeseen circumstances, the lead programmer has had to take a step away from the project for personal reasons. I'm still in contact with him for help in the transitionary period but I'm looking to replace him on the team with some new programmers. Currently we just completed our first interna
  11. Description: Firmament Wars is a multiplayer strategy game similar to games like Risk and Civilization. Firmament Wars uses an accelerated turn-based system to keep the action moving quickly. At this time there are no AI (computer) players, so it is multiplayer only. I plan to add AI opponents within the next month. So if you want to play a Risk-like HTML5 game then grab a few friends and enjoy! The typical game lasts less than 10 minutes. Firmament Wars offers eight maps and three modes of play: free for all, team, and head-to-head ranked play. https://nevergrind.com/blog/how-to-pla
  12. Hi folks, Babylon.js/game dev n00b here. I've started attempting to make a real-time strategy game, similar to Red Alert or Starcraft. So far, I have a bunch of blocks you can create and move around a flat map. I'm just posting this here so I could get your feedback, or suggestions, am I doing anything obviously wrong? https://github.com/ewanvalentine/game-guild Cheers, Ewan
  13. I'm referring to the https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API to keep the mouse from leaving your game window, however we're having a problem that after you engage the lock, we can't find a method to keep using the mouse functionality to click on things within the box. The mouse is locked to some arbitrary spot, and while we can map its movements to move a fake sprite mouse around, we can't click from that fake sprite mouse. Does anyone know of any examples that accomplish this?
  14. Hello! On free time, I'm trying to make a Soccer (Football) game with RTS mechanics. The idea came through while I was playing Clash Royale, and I love some RTS elements like top-down / isometric view and watch the character IA change the environment interacting with each other. The project is shared here: https://github.com/alessandronunes/soccerpunch/ I know I have to adjust the velocities and make better IA, but I'm a little stuck here, so I would like to listen to some opinion: what would you do to make of this a (good) game? Thank you!
  15. Hello, dear Forum. Recently, I was toying with an idea for an intricate real time strategy game for use on maps provided Google Maps, particularly when utilising their road, building and traffic information: A police tactics simulator, much in the style of both the Police Quest and Emergency series, and further inspired by things like the Class 3 Outbreak Simulator, Prison Architect and Sim City. Much like in an Emergency game, you get to choose a building HQ on a designated coordinates of (preferably urban) terrain, from which you can patrol the streets on foot, car and air, respond to
  16. I want to clone what this Russian guy achieved for my game exactly but the programmer says that its not physically possible to do anything other than A* based grid movement. It's incredibly frustrating because I've seen Atari games where entities on screen can pathfind around without the need of a grid but still colliding with each other and respecting collisions with the grid, and he hasn't been able to explain to me what's so hard about pathfinding that isn't A* based because I've seen a thousand games that do it before us no problem at all. Like, how do you program pathfinding and col
  17. Hey guys, I'd like get feedback on the game I'm working on; Infinity Sector (working title). I'm using Construct 2. It's a RTS space game that has a tactical pause to plan out attacks. There's also a slow motion mode. It's highly inspired by the game Distant Star Revenant Fleet. Right now I have the bare minimum on the game made, but I wanted to get some feedback on what I have now before I start adding other things. There's only 1 playable ship and only have 3 enemies ships so far. The weapons and ship upgrades are limited to 4 currently. Info about the game: The
  18. When creating a box, there's the assumption that all sides are of equal length. However, for a rubberband selection in an RTS I'd like to create a rectangular box on the fly (from the screen down to the ground) and then check intersections with all units on the screen to select them. How could I create a rectangular box, or is there even a better way to do rubberband selection in BabylonJS?
  19. http://littlewargame.com/ So this is my first HTML5 game. Its a relatively simple RTS (medieval / fantasy setting) which features working multiplayer (1v1 only at the moment). I havent done a lot of testing for multiplayer, so there might be bugs. The game is still somewhere in alpha / beta, but playable. I found there are not really too many good & working HTML5 RTS games with multiplayer, so i decided to do this. Its supposed to be something you can play anytime and anywhere and its relatively simple (atm theres only 3 unit types and 3 building types), but of course it still
  20. Hi, First of all, I'm new to WebGL and Babylon, so apologies for any noobisms. Basically, i'm trying my hand at an RTS, I've done a bunch of reading on Babylon and at the moment I'm just getting to grips with some of the basics. My plan is to get a very simple world in babylon that I can use to test and code some of the game mechanics. I've so far created a simple world with a heightmap and texture as per the example in the tutorials. Where I'm struggling is how to approach setting that world to a grid. So any buildings etc have to snap to grid when being placed. I'll also want to be ab
  21. Hadron Wars is one of the most sophisticated cross platform MMO RTS games built with HTML5. Game is available on: Android - https://play.google.com/store/apps/details?id=com.hadronwars&hl=en iOS - https://itunes.apple.com/nz/app/hadron-wars/id950699818?mt=8 Windows Phone - http://www.windowsphone.com/en-us/store/app/hadron-wars/c7ed9df6-3454-4959-9dba-e83aa1736942 Windows - http://apps.microsoft.com/windows/en-us/app/hadron-wars/8635cfc7-2eb0-40e0-a4b4-ec952b8c6b6f Facebook - https://apps.facebook.com/479956268770335/?fb_source=search&ref=br_tf Available engines performance was n
  22. The Game: AfterEffect Genre: Survival Horror RTS Graphics: 2d Isometric Style: Dark comic book style Storyline: This is a make your own adventure where as the game play varies depending on how you set it up. You could have zombies, or something else entirely in the game as well as manipulated difficulty. Early Concept of the story picker. Languages: HTML, CSS, Javascript, Possibly CoffeeScript Engine: Pixi.JS, Phaser.IO, Phaser Isometric Plugin. WebGL/CANVAS Start Date: December, 20th, 2014 More Details... What we are looking for... Currently we need a few roles filled as leads but what
  23. Hey guys we've updated Standoff to 1.1.3 - Optimized for iOS8 - Leaderboard sorting more accurate - Helpful popup dialogs added - Various bug fixes and performance improvements https://itunes.apple.com/app/standoff/id921395674?ls=1&mt=8 In an empty tract of the milky way where the desperate head in search of something better, you must Standoff against the galaxy’s most fearless opponents - your friends. Standoff pits two players against each other on the same iPad. Players, known as ‘Tub Jumpers’ must destroy their opponent with an arsenal of cannons, troops, tanks, and tubs.
  24. Bending HTML5 through space and time. Nyuk Nyuk Games and Gamefroot.com are celebrating the launch of Standoff to the App Store. This unique game pits 2 players against each other on the same iPad. Beginning with methodical strategy, each game promises to devolve into panicked taps on the screen, endless rematches and the occasional broken friendship… or iPad. Sound exciting? Please download it now from the AppStore and let us know what you think!! To find out more about the game visit tubjumpers.com or view on App Store now.
  25. Attention! screenshots: Hi, Everyone! Today our NWG team would like to present you a new video of our Wardensity RTS game. Eight month ago we have shown you a small trailer. A lot of improvements was done during that time. Most of them were aimed to increase performance and reduce RAM & CPU usage. Some stats to compare: 1. old version: - 2000+ mb of RAM - 400+ mb on GPU - 15-20 fps on 1366x768 screen 2. new version: - 150-350 mb of RAM - 100-200 mb on GPU - 30-40 fps on 1920x1080 screen Lots improvements: - absolutely new flora s
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