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Found 16 results

  1. Hi all, I'm making a shmup game at the moment. I'm trying to animate player's diagonal movements but can't get it to work. Any help you could offer would be greatly appreciated. First, I created the animation: this.anims.create({ key: 'rightUp', frames: this.anims.generateFrameNumbers('player', { start: 30, end: 33 }), frameRate: 10, repeat: -1 }); then when the player wants to go up&&right: if(this.keyLeft.isDown&&this.keyUp.isDown){ this.player.anims.play('rightUp', true); var isPaused = this.player.anims.currentAnim; var progress = this.player.anims.getProgress(); // console.log(isPaused) console.log(progress) } Everything else works perfectly fine (e.g. left, right, up, and down). My console just returns 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 when I press the up and left arrow at the same time. In contrast for any other motion, it returns the frame number it's playing. Thank you in advance, Bong
  2. Cannon ship is a classic shooter game but with modern touches! This is not another typical classic horizontal scrolling shooter game! It's impresive, great pure arcade game! You can upgrade your ship, destroy a bosses and many different enemies! If you remember Arcade cabinet machine this game try remind these times! But this is not typical oldschool SHMUP game. It offers to you modern pixel art graphics, many particle effect, massive experience and many more. Try it: https://twohandslab.itch.io/cannonship Also available on: AppStore GooglePlay Screenshots:
  3. Hi, I have an arcade game in development. The game isn't hosted online anywhere just now but it will be on completion at my arcade playstar.mobi Here's a few screens. You can also see a video of the game running on YouTube: The game is written using vanilla JS. It's a cool project as it's involved creating a level editor that outputs a ton of JSON. The data is stored in a MySQL database and I wrote a web front end for dragging and dropping the entities into place. Each entity (sprite) has a load of parameters which really warranted the level editor as manipulating data in a text file is a pain! The resolution of the game is 640 x 960 but scales to the device using CSS vh and vw. The artwork is drawn in Photoshop to 320 x 480 and scaled using nearest neighbour on export to present the retro pixelated effect at 200%. Hope you guys like the look of it. It'll be done end of June.
  4. Hi All, Half a year ago I started doing game development during my lunch breaks! It's a side-scrolling shooter using Crafty.js It's still work in progress, and the code (and demo) can be found here: https://github.com/matthijsgroen/game-play I also did a presentation about it at work, which can be found here: (at the 10 minute mark the demo begins, which shows the development proces in-game!) At the moment I'm still in the process of creating graphics, and deciding which resolution it will become, and pick between Canvas or WebGL.
  5. Hey All, We are a little late posting to this forum and I hope this is an appropriate section to place our post in. We have a Shoot-em-up Game Jam (of sorts) running all the way through 2015, in monthly installments, called.. #ShmupJam. So the basic idea is anyone with the skills to make a shmup, or a first time game in this genre, can participate in the monthly jam. Each month the era moves forwards in time. **updated 7th May 2015** We’ve added compilation images for waves 1-4! Wave 05 is ACTIVE! - http://jams.gamejolt.io/shmupjam05/ Wave 04 Games – http://jams.gamejolt.io/shmupjam04/games Wave 03 Games – http://jams.gamejolt.io/shmupjam03/games Wave 02 Games – http://jams.gamejolt.io/shmupjam02/games Wave 01 Games – http://jams.gamejolt.io/Shmuproom01/games The rules are fairly open.. it's not really a competition, just for fun. The theory was that starting with some of the earliest games would ease us (in terms of technical demands) into the Jam, and each month we would have more and more of a framework and some experience to work with. Create something retro looking, modernize a classic.. perhaps simplicity could be the key to getting in a quick submission. You don't have to submit a full game, prototypes, visualizations or simple tech demo's are perfectly acceptable. Each jam runs for a whole month, and if you miss the deadline you could still get away submitting it to the next one. You might also check out our Shmup community over on deviant art the Shmuproom, which has all kinds of inspiration on it too. So.. if you are interested, please feel free to join in. You can leave comments on this thread (let us know which framework you using) or if you can get your games onto GameJolt even better. Thanks all, -kb
  6. I just released my first Phaser game ^_ ^ M E G A M E G A B L A N K is a 360º shmup game inspired by the cover art of the Blank Banshee new album MEGA. More details and direct game link here: https://delacannon.itch.io/m-e-g-a-m-e-g-a-b-l-a-n-k
  7. Hey Folks! It’s time to take to the skies, strap a gun to your thumb and fight the enemy in this fast-action, adrenaline-fuelled, thumb shoot ‘em up! Thumb Space is here! Download now on the app store Check out the trailer: We need your help designing the next ship that will be added to the fleet! Slap the creative grease onto your thumbs and start tinkering. The design must have an area to place your trusty thumb, fit neatly into a square and of course, keep it family friendly. Anything else goes! It doesn’t matter if you have the drawing skill of a two thumbed human or a 4 thumbed chimp we’d love to see what you come up with. To enter, head to Touch Arcade and drop a reply! Competition ends 14th May Good luck, Thumbkind is relying on you
  8. GunnSwitch is a HD 2d hardcore shooter with a hardcore Psytrance soundtrack, coming to Steam in 2017! Mobile Version this Fall! GunnSwitch, Cidade AP's next project for PC and STEAM features a Psytrance soundtrack produced by some of the most talented artists from around the globe. GunnSwitch will be a clash of hardcore gaming VS hardcore Psytrance! LINKS: 1st Trailer GunnSwitch Home Page Facebook Page Twitter Twitch.TV to follow our live dev blog sessions, join contests and have a blast! We will be sharing the story of our development with you as we go, we're just getting started! We are happy to answer any questions you may have. Cheers
  9. I recently got the opportunity to develop 2 separate HTML5 games in Phaser for a client training project and wanted to share the results of that here. Please keep in mind that these are intended more as fun, interactive training modules than fully fledged games and the target audience is 40-50yr old tech resellers. Each game is intended to be played through in about 10 minutes by someone who may or may not have experience with games in general. The games are intended to be played on Desktop (Though I added some hacky, last-minute touch support for Game 1: Space Evaders). Game 1: Space Evaders Space Evaders is a topdown, scrolling shoot em up style game. There are 3 "sections" and a boss battle at the end. This uses standard Arcade Physics with some extra polygonal collision detection. I created my own looping "map" system and level editor since it seemed like it fell slightly outside the realm of what Tiled could provide me. Game 1 Link: http://serversrock.intel.com/supply-run/level/1 Game 2: Martian Mayhem Martian Mayhem is a top down game where you collect cargo packages and avoid meteors, robots and falling into pits. Two level sections with the last one ending in a boss battle. It uses P2 physics (mainly for more precise collision detection) with many object bodies acting as sensors/triggers. I used Tiled to generate the levels for this game. Game 2 Link: http://serversrock.intel.com/supply-run/level/2 This was my first experience working with Phaser and I had a great time doing it! Many thanks to the Phaser creators and all the members here for the vast amount of information that exists on these forums!
  10. Hello, Still in my quest to learn how to program video games, I released my first 3D demo ever. After developing several 2D games you can play here : http://www.roostrjs.com I decided to develop a 3D engine from scratch using javascript and WebGL. Here is the demo : http://roostr3d.roostrjs.com. It's a shmup with few enemies and a boss to kill. I'm still working actively on the engine. The game itself is in a very early stage of development. Apparently there is a bug with controls on Safari. So please don't test it on Safari for now. Hope you enjoy Have fun!
  11. Hello gamedev mates hope you are doing great, I wanted to say that i have updated the gamekit section with a new gameassets kit called 'shmup gamekit' Hope you will llike it It lies under this link: http://bit.ly/1GpAhZt Feedbacks are welcome Have a good day and get ready for ggj15
  12. Hello. I created DODONPACHI like shmup. http://tmshooter.net/ This game is playable on Google Chrome.
  13. Hex-GS IS COMPLETE! - http://www.newyorkcodebits.com/webapp/hex-gs/ Hey guys, got another one for you. Since Huoli Arcade, I've wanted to create a game variation of my all time favorite, Gyruss. Enter Hex-GS. It's going to be a similar styled 80's tube/gyro shooter from the arcades, but I'm adding some twists. For starters, you will be able to power up your Hexfighter with a dual shot, and then a rotater/spreader-dual shot. Second, you have the ability to grapple to the other side of the tube surface with a button. To top it off, like the NES/Famicom Disk port of Gyruss, you will be able to select whether you will control in the traditional arcade style, or with a simpler rotate/spin control. All of these features have already been implemented in the code and are working well - though you can't use them yet unless you hack a little in the JS console, as the running demo is arcade style controls, with only the single shot. You can try a demo of the basic game system I have developed so far. All you can really do here is control the player - no enemies or anything yet. The game is to be VERY mobile/tablet friendly with touch controls, as well as desktop based with a keyboard or gamepad/joystick for supported browsers like Chrome and Nightly Firefox. It's also is using my WebcadeJS library, which I hope hardcore programmers can eventually adopt. Controls: Desktop/Laptop: Arrow Keys/Gamepad/Joystick: Move Space Key/Button 1: Fire Alt Key/Button 2: Grapple to other side Mobile/Tablet: Touch one finger: Move & Fire Touch two fingers: Grapple to other side
  14. Click here to play Super Rawr-Type Redux now! Super Rawr-Type Redux is my second game made with Impact.js. It took me a total of 90 days to make. The code is open source, and can be found here. Visit my blog to see my brief post mortem, as well as other JavaScript projects I've worked on! It may take a bit to load, as it's being served from my public Dropbox folder until I can get my Azure site up. Any and all comments and criticism are appreciated. Thanks for checking it out! I’ve spent the last 3 months working on the follow up to my previous game, Super Rawr-Type. It was a simple side scrolling 2D shmup, which I wrote in JavaScript and also ported to Windows 8. One bug prevents me from getting it into the store, and I’m not able to replicate it, so who knows if it will ever be released there. Super Rawr-Type Redux is finally finished, or at least to the point where I’m satisfied with it. It’s a single stage, vertical slice of something I’d like to potentially continue on in the future, but I have other things I’d like to pursue at the moment, such as a C++ / DirectX11 game, which I’ll begin working on with 3 friends starting November 1st. You can play the game from here. There are a few occasional bugs that I’m aware of, and others which I can’t reproduce, but I’m leaving this project “as-is” to begin work on other things. The loading time is horrendous (thanks DropBox), but until I find an alternative or faster hosting solution, it is what it is. It works in all major browsers, and although it works on several mobile browsers (Safari, for example), I haven’t implemented touch controls, so you won’t be able to move anywhere.
  15. Here's Fleet Escape, a vertical shooter with a little bit of a story. Upgrade your ship as you run from and fight the enemy fleet. Graphics are by Skorpio Play Fleet Escape
  16. Hey, I have developed an early 80's styled arcade shooter called Huoli Arcade. It's available for play here: Huoli Arcade - Brooklyn CodeBits (NEW LINK! USES MY WEBCADEJS GAME LIBRARY) It even has gamepad/joystick support for certain browsers. You can double click to toggle full screen. I hope you guys like it!
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