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  1. A Space shooter game build with Phaser 3. Download it for Android: https://play.google.com/store/apps/details?id=com.kpagan.RebelWings The player controls the ship, shooting laser to enemies, launching homing missiles and fighting bosses. Each level the enemies differ, more difficult enemies are added and more difficult bosses. Each boss moves on its own unique pattern. Collect power ups like health, missiles, and bomb that kills every visible enemy to clear the stage. Fight through 16 ready levels. Collect the parts from the exploded enemy ships. Use the collected scrap as a currency to upgrade your own ship. Upgrades can be done 4 basic areas: 1. The Laser: rate of fire, damage and multiple shots 2. The missile: damage, accuracy and how many missiles your ship can carry 3. Engines: how fast can you move 4. Ship: how many hit points the ship has Check the teaser video here:
  2. Ninja.io is a fast paced, 2D multiplayer shooter inspired by games like Soldat, Unreal Tournament and N-game. Currently implemented game modes include Capture the Flag and Deathmatch. It uses the Box2D physics engine to enable convincing rigid body simulation. Players can make various moves including backflips, rolls, proning, running, flying and crouching. The game is still under active development and I'm willing to devote a great deal of time to finishing this project. I've made a test server available and you can join it by following these steps: - Go to ninja.io - Play as Guest - Enter a username - Join CTF or Deathmatch. - Select primary and/or secondary weapon Press H to display table of controls. Decrease the size of the browser window in case it runs slow. I've noticed that some laptops and older systems have trouble maintaining adequate fps. It is currently not possible to register a username, but I've been making progress on an account and highscore system. The game server is currently located in Europe. I plan on running additional servers on other continents and for the site to serve as a gateway to the nearest game server when players join in order to minimize latency. 2 European and 3 North American servers are available. Any thoughts, feedback or suggestions would be much appreciated! Thanks. Edit - 15-12-2017: New version! Sound effects have finally been added, weapons & items have been updated & tweaked, libraries have been updated and many improvements have been made along with numerous bugfixes. Edit - 15-05-2019: Several versions later: lots of new stuff! Running in Pixi.js v5 now. Party mode has been added, several new maps, new weapons, new sounds, new UI, new account/profile management (WIP), new FX! More to come! I'm currently finishing the implementation of the account system and I'm working on several new maps. More updates will follow soon!
  3. In Space is a 2D top-down Arena Shooter where you are on an alien planet, and you have to survive to a horde of alien creatures that want your blood. The rules are simple: you have to survive for 10 minutes killing as many enemies as you can. Link to the game
  4. As you may know, I love to make one button games for my C1ic.mx site, but in this case I wanted to try something different and I made a game with no buttons, you just move the mouse to shoot the moles. (The only button are the ones in the menu) Mole Busters I was trying to merge a shooting game, with an avoider game in a whack a mole game and the result is pretty fun, I'll keep making games with this new mechanic, I think there are several games that can be done. Shooting games are great and I want to try make them in a different way. My wife hate shooters and she was playing this one trying to beat my son score and the was fantastic for me. Play Mole Busters I'll create different games and all those are going to have the “busters” name on them in some way so I can make a clear difference with my one button games. I hope you like it.
  5. Take the rifle and get ready for a battle in this 3D first person shooter game playable on mobile phone and computer. Your mission is to eliminate all enemies in the area. Shoot enemies, pick up first aid kits and try to survive in this war. Play Warfare Area 2
  6. 3D first person shooter. Take the challenge to invade the enemy captured territory and shoot all the guards one by one. Be quick otherwise they will fire back. Play Assault Zone on computer Play on mobile
  7. Hello everyone, here's my current project, https://laserbots.io You can protect the base from zombies in coop mode or go head to head in a deathmatch against players. Keyboard & Mouse: Move mouse to aim, click to shoot. WASD to move. Mobile/Tablet: Tap to shoot, double tap to move. (This is still a little clunky, improvements to come). Gamepad: Any button to shoot, right stick to aim, left stick to move. Tech stack: babylon.js for graphics, inferno.js for website and UI, colyseus.js for server, Agones for server orchestration. Most of the core features are done, I marked it as WIP because I'll likely add more stuff in the future. I am desperately seeking feedback for this, so please let me know what you think. I also have the itch.io page here: https://scarybanana.itch.io/laserbots. Thank you
  8. Hi, I made a 2D shooter game. I will improve it in time and your suggestions are very welcome. Play: https://evrenselkisilik.itch.io/vegetables
  9. Psi2d is a minimal extendible multiplayer 2D platformer shooting browser game. Following this old guide from valve, multiplayer games must cope with delays and the client must evolve the world while waiting for server's updates: for this reason the game is made with node.js. HTML client and node.js server are capable of sharing the same codebase ❤. I had the idea of a 2D multiplayer shooting gain back in 2008, inspired by Commander Keen. I did some trials in Java but didn't manage to make anything interesting. Then I re-started the project as a HTML/JS browser game and decided to leave it open source:) It is slim, lightweight and minimal. I wanted to make it mobile-friendly so this (so far: but I am open to changes) is a "one-button-game": you can run and shoot with touch only. On mobiles: swipe on the lower side of canvas to move and jump; tap on the upper side of the canvas to shoot. On desktops: WAD/arrows/space to move; click to fire. The game is easily expandible and it is possible to add new kind of elements, level and player skills. So far there is only one level (made with Tiled Map Editor with tiles from kenney.nl. And four characters with assets from gameart2d.com and four characters. Youtube gameplay: https://www.youtube.com/watch?v=qfNqr_UtGLU Github repo: https://github.com/aragagnin/psi2d Game is running at itch: https://psi2d.itch.io/psi2d
  10. StarMines is a space shooter inspired by old classics like Asteroids and Omega Race. You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship. The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works ? On touch devices, there are different options for touch controls which you can choose from the top-right pause menu. The game URL: https://smtng.jpkware.com/ New version on Jan 20, 2019: - music and ship upgrade sound added, reduced overall volume - ask for player name when always when starting a new game, changing name will reset progress - automatic 5 second shield for each 4 Bonusoids collected - more info messages on ship upgrades New game play video with music, and showing the new shield: Screenshots: A couple of YouTube videos: The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE. I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months. Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money ? All kinds of feedback welcome, for example: Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well. Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps What do you think about the different control options? What could be improved? Ideas for new enemies, bonuses or weapons which would fit the theme?
  11. https://apollinaria-felix.itch.io/climbing-on-the-trees An interesting mix of the endless runner with the jumper. Control your character with the keyboard, and try not to fall down, by using the cloud platforms, branches, or by clinging to a tree on the left. Be careful - some of branches are begin falling, after you step on them. The cloud platforms are moving, but they stay on the screen. Along the way, collect coins and also the milk, which is needed to restore health, since there are many enemies on these money trees. ? If you have lost full four hearts or fall below the screen, game will be end.
  12. http://shellshock.io My first BabylonJS project is a whacky multiplayer first person shooter featuring, well, eggs, of course! It's in very early development and still fairly rough around the edges, but it's super easy to jump in quickly and play. It's just been made public, so finding people to shoot may be a little hit and miss (pun intended). Enjoy! Facebook: http://www.facebook.com/ShellShockGame Twitter: https://twitter.com/eggcombat
  13. Hello everyone. I'm working on very simple 2D shooter, and I need your feedback https://www.crazygames.com/game/180-seconds Written from scratch in TypeScript and HTML5 Canvas API. What do you think about it? Thank you ?
  14. 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:
  15. Hi, This is my first time posting here. I hope i'm at the right place. So hello all! It's been a long time since I worked on a game. So I'm a little rusty (ok a lot). Last year I discovered Construct 2 and I thought I could revisit my top-down-zombie-shooter-obsession with it. So I started working on this game. It's been a year now and the time I spend working on this game is getting shorter by each week. I really want to finish this game and somehow publish it somewhere. I think having some feedback would make this process easier and result in a better game. So far I'm the only one played and tested it. So I really need your opinions! Here is the link to Game: https://frosty-haibt-5ee1e5.netlify.com/ About the game: It is a top down shooter. Player is limited to a small area and has to kill zombies until he/she is dead. The game-play is pretty much inspired by Crimsonland. I tried to keep the game as generic as possible. With a generic name and mostly generic guns and game-play. Although I tried my best to polish the graphics, sound (still working on most of them) and game play. You can access Dev Menu by clicking Show Dev Menu button on top right of the game screen. There are several buttons that will allow you to spawn weapons and bonuses. Also on the left side of screen, you will see some shortcut keys to spawn zombies, NPCs and other bonuses. You can press ESC to go back to main menu and start a new game. Also you can use Mouse Wheel to Zoom In and Out. Use WASD to move player and mouse to aim and shoot. Q and E to cycle weapons. For anyone interested in more: I wanted a dark and creepy atmosphere with lots of zombies to shoot. So the darkness is part of the game. There are bonuses and upgrades that will help player see better in dark. Please tell me if it is too dark for you to enjoy the game play. Player just runs around game area and zombies spawn, getting tougher and faster. I am still working on spawn algorithm but I think it works fine for testing. There are 6 type of zombies, 11 different weapons and 13 bonuses that will spawn in time. Also NPCs will spawn every now and then and they will be equipped with different weapons. There is an upgrade menu accessed by pressing Shift. Once the game is finished, upgrades will cost points to purchase. Still working on that. (also working on the UI part of it) But for testing purposes all of the upgrades are available without points. I would appreciate any suggestions about that. Currently red particles spawn when player kills zombies (like XP orbs) and they move to player when they are close enough. Then player will gain point (or XP perhaps). Then they will be able to spend them on upgrades. Those upgrades will only last until player dies. Much like in Crimsonland, player has to upgrade in each retry. (i'm seriously thinking about getting rid of those XP orbs and give points instantly instead... I think it would confuse players as the way it is now) Right now there is a difficulty multiplier that goes up by small amounts in time. I use it to multiply health, speed, damage and of enemies and max amount of enemies in game. You can change it in Dev Menu. At 100 things get crazy fast. I would like to hear your opinions about the difficulty setting. I still have some work to do with UI design, sound effects and need to find a fitting music. I'll keep working on them. In the meantime I would really appreciate any kind of feed back. It would be especially helpful if you could tell me about the FPS value that is located at the bottom right of the screen. And tell me how the game performs on your computer. Thank you all for your time!
  16. We released Wand Level99 HTML5 game powered by Phaser3.Using Tiled Map Editor. -The purpose of this game is to raise the level of the wand to 99. -Break the scrolling blocks and get power up item. -If you fail to shoot a bomb block that is flashing red, you will make a mistake. -No death penalty,challenge several times to level up. Play this game in browser in itch.io(Recommended) https://motquu.itch.io/wand-level99 Or in our site https://motquu.ninja-x.jp Return to the previous stage and power up if it gets stuck. Enjoy!
  17. PLAY IT: https://arcade.ly/games/starcastle/ DESCRIPTION Star Castle, originally by Cinematronics, is an old skool shooter released to arcades in 1980. The objective is to pilot your spaceship around the screen, and destroy the cannon that sits in the centre of the rotating shield rings. You must dodge both the large electric pulse projectiles fired by the cannon, and the homing mines it releases to chase you around the screen. Star Citadel is my take on this largely forgotten classic and, whilst it includes a "classic" variant that I hope is very close to the experience of playing the original (tricky, as I've never actually played the original - only seen footage), the main event is the "modern" variant, which includes a few differences: Your ship is a bit nippier, and hopefully easier to control, and overall I've tried to make the game feel more fluid The earlier levels are definitely easier than the original You do score (a very small number of) points for destroying mines You can fire continuously simply by holding down the SPACE bar, mouse button, or by holding your touch on a phone or tablet I've also removed the 3 shot limit from your fire WORK LEFT TO DO Both of these are items for the "modern" mode: I'd like to add simple power-ups to increase your firepower I'd like to make the mines harder to destroy on higher levels by making them require multiple shots to kill, along with colour coding to show how many more times you need to shoot them There's also this: I'd like to add more control options in terms of keyboard controls so that people who are used to the original button layout of the arcade machine find the game more accessible PLATFORMS AND CONTROLS The game should run in all modern web browsers on computer, and has been tested on Windows and OSX. It also runs on both iOS and Android devices. iPhone 6 or later recommended, although it just about runs on a 5S, and Android devices considered high end in 2014/15 or later will probably cut it. On a computer either the keyboard or mouse can be used Keyboard controls are ARROW KEYS to turn and thrust, along with SPACE to fire Mouse controls: the ship will always face the mouse cursor so move the mouse to the location you'd like the ship to head towards, then LEFT BUTTON to fire, and RIGHT BUTTON to thrust On a phone or tablet you can use a combination of tilt and touch controls Tilt the device into landscape orientation (it's recommended you go into full screen - this works well on Android; iOS has no explicit full screen support so you may need to manually zoom the web page) Tilt the device to steer - the ship will face in the direction of tilt Press on the left-hand side of the play area/screen to thrust Press on the right-hand side of the play area/screen to fire TECHNOLOGIES I'm not using any kind of framework here: it's all just basic HTML5, JavaScript (ES5, to be precise, on the client), and CSS. No WebGL either: it's all Canvas2D. Audio mostly uses the Web Audio API, although I do make use of the HTML5 <AUDIO> element so the game will run with sounds in IE11. I suspect it would probably even work in IE10, although I haven't been able to test that recently, and I don't think anyone uses it anymore (unlike 11 - sigh). The back-end is NodeJS/Express (ES2016 here) on Ubuntu, with MongoDB as main data store for hiscore and play information. FEEDBACK Any and all feedback gratefully received, particularly when in comes to playability and controls. Also if you fancy testing out the login with facebook/twitter functionality to ensure your high score is recorded correctly I'd be really grateful. There's definitely lag on scores appearing sometimes. Also, I'm not sure if the reason nobody else has logged in to associate their score with their name is because they just don't want to log in, or because I'm the only person it actually works for (wouldn't be the first time). Also, happy to answer any questions. Here's the link to play, again: https://arcade.ly/games/starcastle/
  18. Hey everyone! Sam from Bitfox Games here for our studios' first post (and definitely not last!). I'm here to introduce our inaugural game release (well, it's been out for a couple of months now ). Bruh.io (https://bruh.io/) AKA Battle Royale: Unsung Heroes is a multiplayer 2d battle royale shooter. It features over a dozen different weapons, a 2d pseudo-isometric perspective, and a massive map. Gameplay consist of, well, trying to be the last person standing! Scrounge for weapons, healing items, weapon attachments & scopes. If you die early in a match, you can spectate the remainder of the round as a ghost, or queue for another server immediately. In order to survive, you have to outsmart your opponents! Since launch we've seen millions of rounds of battle royale played, and many other fun stats viewable on our website. We used PIXI for our visuals, Nengi.js + Node for our networking layer (and some client-side niceties that the library, and developer @timetocode, provides - he's actually a part of our team and actively works on bruh.io). If anyone has any questions about the way we've implemented anything, please don't hesitate to ask! Additionally, we would love feedback from other HTML5 game developers. There are bugs; but if you find any, let me know! There's a chance it's not already in our bug tracker. Some features that are on our near-future roadmap are: - Teams Mode (squads & duos) - Grenades - Two weapon slots Always open to more suggestions as well
  19. Hi everyone, Cube City Wars is 2 players isometric game which I made for twoplayergames with Construct 2. This game is classic 1 vs 1 shooter game which has additional enemies to kill and get extra score. Collect pickups to get powerful weapons such as minigun,laser gun,sniper rifle and more! Play here : http://www.twoplayergames.org/Cube-City-Wars/1312.html
  20. I would like to show you the game I am working on: Lier.io: https://lier.io It is a multiplayer shooter 2D (platformer) similar to old games like Liero, Soldat or Worms (a little). Game is written in html5 (Phaser 2) and now has not many features now. Playing: - moving soldier: W, A, S, D (can be changed in settings) - aiming & shoting: mouse (mobile playing is not finished yet) It would be great if you could write me what do you thing about it or maybe what problems do you have with the game.
  21. It's our first HTML5 multiplayer game. "Zorelit" is a ukrainian word for star ship. It's an example, what's happening, when a developer with C++-damaged brain starts to work with web. We don't have development blog yet, but here is YouTube channel of my friend who did 3D modeling for this game: https://www.youtube.com/channel/UCnBdtM0blIctiRZ6GJgKtng
  22. Hi, everyone! This is my first post to the forum, so please bear with me if I do something wrong, but I assure you I'm trying my best to follow the guidelines. This game is now kinda old, but since I'm new to the community I'd like to share it anyway. It was my first ever HTML5 game. It's been around since 2011 and it's heavily inspired by the Gradius / Nemesis saga, more specifically the Parodius spin-off. It has also been available for a while in the Chrome Web Store, where it fared well among some of the very first games to be available there. The game features 8 sequential levels, with 4 hidden stages. Every normal level has a boss and a challenging moment. Collect items left by enemies to charge and power up your weapons. It also features continuous play, in which every time you finish it gets increasingly difficult, with some variations in the backgrounds. It also has an auto save feature, so you can keep playing it forever, at least as long as you don't reset your browser data. Here's the link: https://diogoschneider.github.io/starship/ Some people find the game very difficult to play, some don't. I guess it will depend on your expertise with the genre and similar games. If you'd like to know more about my other projects, you can also visit my website: https://diogoschneider.github.io And here's the link to Quick, the game engine I've been working on since 2014 and was derived from my first games: https://diogoschneider.github.io/quick/ Thank you for your time! Cheers!
  23. Hi everyone, I've just signed up to this forum and I want to show you my new game made in Consturct 2. This game is not 100% finished ( maybe 95%) so there's a few bugs.Also ignore the "audiojungle" sounds.I haven't bought the sounds yet. Any comments and questions are welcome. Play the preview here : http://www.actionoyun.0fees.us
  24. Just wanted say hi to the community by posting about my first game, it was build using the html5 canvas combined with other DOM elements. Didn't use a framework so it's pretty rough around the edges. I only released it for android (didn't want to pay the apple subscription fee :P) I'm building another mobile game using Phaser 2.9.2 CE right now and absolutely loving it - looking forward to sharing it with you guys! Google Play Store link: https://play.google.com/store/apps/details?id=com.gmm.spacedemons&hl=en Any feedback/comments would be very much appreciated!
  25. Ohayo! Description: Currently in my free time i'm working on crysis-like 2D shooter game prototype about aliens invasion (events between Crysis 2 and Crysis 3) and specialy trained humans in new version of nanosuit (less power of Prophet suit but more soldiers gets it). It will be multiplayer arena shooter, but for now i'm focusing on singleplayer training mission gameplay, and after i complete with fixing prototype with players feedback i'll start working on the core of the game which is multiplayer arena part. Game works smoothly on Google Chrome (game optimisation for Firefox is on future todo list) and was designed for gamepads (PlayStation and Xbox), but you can play with mouse and keyboard too. Right now aliens are very strong so gameplay is focused on tactics and hide&seek more than just running around and shooting everything you see ;P It runs on mobile too but there is no virtual controls (it's on future todo list) so don't ask me for it now Right now i'm asking you guys to tell me how does controls feels and how much time you had to play to destroy all 4 alien bases (big green dots on minimap, you can kill them only with 2 grenade shots per base :P). Play Online (please, use Chrome): http://soulhunter.psichix.io Tech used: - Oxygen Core (my html5 game engine toolset based on best Unity and Godot concepts mixed with latest best html5 apis); - ES7 with babel transpiler; - Webpack for game bundling and live development; I don't know what i should say more about techs, because everything that is there, it is those 3 things If you're interrested in something more about tech, and i will be happy to tell everything you ask ------ BTW. I want to publish topic/article about game engine used here - which subforum should i use to place that kind of topic?
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