Jump to content

Search the Community

Showing results for tags 'simulation'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 20 results

  1. My incremental resource manager, Farm and Mine, is now live on Poki! The web version was built with Phaser, and the sources were converted from AIR using my own AS32JS converter tool. It is also available for Android, iOS, Windows and Linux here: https://play.google.com/store/apps/details?id=com.airapport.farm.mine.idle.ludumdare48 https://apps.apple.com/us/app/farm-and-mine-idle-tycoon/id1564694016 https://airapport.itch.io/farm-and-mine Here is what to expect in Farm and Mine: Over 60 facilities which produce resources, convert them, sell, or provide new game aspects; Integrated autoclicker: just click on the facility which you want to boost and the autoclicker will do the job for you; Unlimited offline time: having made sure you automated the production chains, you can leave your farm to return later and see how much did your citizens produce; Interlocked resource branches: agriculture, industry and population, each one depends and empowers the other; Elaborate prestige system which allows you to select which aspect of the game boost the most (and you can change your mind and try a different strategy on the next run); Human-drawn buildings and characters who work everywhere in your growing city; Feel free to use these ones to activate the timed bonuses which will speed up your progression: EUZUMQO: Time speed x10 (2:00) EPHP7UI: Clicks x10 (1:00) EO6MWON: Transport x2 (12hour 0m) The current game rating on various platforms is around 4.4 - 4.8 after thousands of reviews, so we hope you will enjoy the idle farming and resource mining, too. Have fun!
  2. Drift Racing! Practice drifting, or go racing against other real people. I'm still developing the game (using GWT and WebGL4J). Any feedback would be greatly appreciated. Still to come is a track editor, and creating teams to go drift racing together. PLAY HERE >>> https://drift.team/ Happy drifting!
  3. Hi " Dogs " (400x712) is one touch easy to play html5 game inspired by an old flash game. Game Play: All the dogs need to follow the leader dog(highlighted dog) action to sit or walk. Touch the dog to make them sit or walk. If the leader sits, all the dogs have to sit and so. Get more score and bones time to get into the next level. you can play the game here
  4. Hi, i present you my new game, created to Cyberpunk Game jam with construct 2. Cyberpunk Night Club is a management/simulation game with a little story, you have to play with the mouse, club evolve by buying equipment, make money and fight the enemies. It's Html5 game, playable in browser in itch.io : https://arludus.itch.io/cyberpunk-night-club https://www.youtube.com/watch?v=AwDFWMF48D0
  5. Hi all, I have been playing with Babylon in an attempt to create some browser-living simulations, e.g. "interactive permanent magnet electricity generator to help in the visualization of flux". The syntactic feel, playground examples, and this community, everything has felt awesome. But, I have really struggled in (story to let you seniors have a sense of my level): 1. creating a 3D vector field (my grid-based euler-integral curve drawing algorithm was crashing the browser; got it partially working by copying starting points approach from here: https://github.com/matplotlib/matplotlib/blob/master/lib/matplotlib/streamplot.py 2. I am having trouble in creating a simple fixed viewplane and fixed camera 2D view. (This is noob, but confidence denting, if I may say that) So, my questions are: 1. Is Babylon the right tool to create educational content inspired physics simulations, and lightweight games (user interactions + scoring + webapp data bindings ) around it. Or, is it an overkill? Is something like p5.js more apt for my purpose? 2. Should I be using phaser for (strictly) 2D environments? If I should, would using Babylon and phaser hurt code (e.g. say having a single script file for air drag force )? 3. Is "Learning Babylon" book a right start (it's lagging in the version support)? I am kind of lost in the jungle; please bear with me not being to the point. And I hope this forum will be kind enough as usual to point me to the right resources. P.S. I am willing to pay for book/resources, if you have anything in mind. Also, I would prefer "getting in the run" asap, if that's possible. Thank you all!
  6. Bike Stunt ride-r is one of the best tricky GP stunt racing game in difficult stunt area without road rash game. Bike stunts are a furious racing and action game in which bike riders and extreme bike stunt with thrilling action free mission. This crazy game control is design by very unique top controls makes Bike race very exciting and nice time top killer, Bike Impossible Tricky Track Stunt mania is all about bike balance, skill and control as you guide your rider across all the different ramps, jumps, barrels and obstacles.It has a realistic crazy stunt and real challenger bike physics endless difficult tricky path trial road track. This game has a real free game play. Each level is more challenging step by step and exciting than the other simulation games. And perform some daring crazy stunts! https://play.google.com/store/apps/details?id=com.mtg.tricky.stunt.minibike&hl=en
  7. Hey! I'm using NullEngine on a server to check for certain conditions in a physics-enabled scene (using deterministic lockstep). As a simple example, I'm trying to find the specific step ID where a specific ball's y position falls below 0. My question is this: how should I set up the engine/scene/etc. in order to run these server-side simulations at the highest possible fps? Keep in mind that I want to be able to derive a list of step IDs on the server that correspond with specific events (re: ball.position.y < 0), and then have that same exact scene play in a browser with the same exact events matching the same exact step IDs.
  8. Memory Trees RPG Life+Farming Game the game will be quite big. I plan that there would be shops to buy tools, items for harvesting, planting, fishing, etc. Then there would be mini events to score our crush. I believe that this will take a long time to finish:We want to make a game that make you happy and enjoy it -Gameplay- Based on RPG Rune Factory , the game wil be in a 3D world Download beta version Memory trees Alpha 7.8 Become Patreon for play Memory trees Alpha 0.8+ Main Character and character that can get getting married our game make 2 version for male and female story will be Different we know that our game still on develop still have so much thing to do but hope you still enjoy If you like please Share our project Memory Trees Our website and Follow us => facebook twitter tumblr instagram Some screenshots
  9. hi for this month i'm developp 3d city is a full 3d city builder game. i need some feedback about speed, bug, design... Game code run, now i have many work on modelisation/optimization LAUNCH DEMO code and info here : far from finish, final version may run on android.
  10. Happy Culinary is a simulation pixel-art game developed by www.LittleGiantWorld.com. This game sponsored by spilgames. Feel free to contact us if you want to licensing our games, we're specialize in simulation and pixel-art game. Play Happy Culinary game here: http://www.littlegiantworld.com/games/happy-culinary/play.php or here https://goo.gl/w6CUii
  11. Hi, We are LittelGiantWorld.com an Indie game developer from Indonesia. We offer our services making HTML5, WebGL, or mobile game. We are specialized in making simulation/ tycoon, idle/ tap, and strategy game with a pixelart style. Feel free to contact and discuss with us if you interested with our services. Thank you guys. www.LittleGiantWorld.com
  12. Here's the game I made for Ludum Dare #38: Terrartisan. It's a terraforming game with two game modes: quest (in which you have to solve a "puzzle" and learn the rules of the simulation) and freestyle, where you get to build a world of your liking. I also wrote a post-mortem at my blog that shows how the game was built step by step. The game was made with JavaScript and Phaser. I hope you like it! And if anybody joined Ludum Dare too, please consider rating the game at the LD site when the judging starts. Thanks!
  13. This is my second attempt at this simulation game concept with the main mechanics beeing random behaviors you can influence a little. The game hasn't much depth yet, I would like to hear some feedback before taking further directions. I'd like to validate that the gameplay is viable too and evaluate how much instructions are needed. It is strongly influenced by the Dwarf Fortress genre, and I am also kind of aiming at reproducing part of the feeling in short casual browser/mobile play sessions. We're far from this yet. It was made with Phaser, which I discovered with this project. Very decent framework with a lot features, quick learning curve, many examples available, OK doc. Comments are very welcome, thanks for your time. Try it! http://df.dmz.rs
  14. Hey, I'm currently developing a web based manager game. I would like to get some input on how to achieve my goal: Creating a Manager game where NPC's will move around based of strategies given by their managers. In the simulation part I would need a game engine and a physics engine to check for collisions etc. would need the NPC's to know they can't run through a wall for example, but I also need a system so I can see if a player standing behind small objects, such as a tree if that player is visible to other players (his arm etc.) The genre would be FPS, such as "csmanager". I would love some inputs on how this could be achieved, I have done tons of research and have an idea. But I would love to hear how you guys would do it
  15. uzudil


    Take a look my slow-moving, retro, 3d adventure game "Merc". It's an alternate sequel to the 80s game "mercenary" for the commodore computers. Play the game: http://uzudil.github.io/merc/ And if you feel like contributing: https://github.com/uzudil/merc The game can be completed and has various endings depending on your choices. Thanks! --U
  16. Hello there. Since I was bored one fine afternoon, I decided to make a 2D gravity simulation. It can be found here - http://gamedolph.in/experimentlist/2-d-gravitational-systems/ It uses nothing but the simplest phaser objects and p2 to calculate the forces. Compared to the other simulations I've made, the presence of p2 meant I didn't have to write all the integration steps and hence concise code. (Its still very large but that's due to the bloat of additional features).
  17. Hi there, I am currently using phaser for a simulation of life evolving a neural network inside little creatures. This relies on generation after generation of these creatures being evolved with a genetic algorithm. I am currently relying on the arcade physics system to handle collisions and overlaps etc, and the little creatures survive by eating food, and hunting each other. Or at least that is what they should learn to do. Currently each round last 45 seconds, this in itself isn't a problem, but I have been trying to find a way to step the Phaser engine at the fastest speed possible so that I can complete a number of simulations in the shortest possible time. It can take 1000s of generations before the creatures evolve to show intelligent behaviour. I am struggling to achieve this at present. I have tried using game.enableStep() and then in the update function calling game.step() more than once but this doesn't appear to work. Does anyone know how I can do this? Thanks for you help. ps. I have made a little site showcasing the neural network http://jozefmaxted.co.uk/neural/index.html I plan to add more examples and will put the code up on Github soon. Its the sort of thing that will be really handy for creating AI for games.
  18. Hi guys, I've participated last weekend to Ludum Dare 29 and made a ant simulation game using Phaser. The game I have written a postmortem on http://greweb.me/2014/05/ld29/The game entry is available here: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=18803 Feedback on Phaser This was the first time for me to use Phaser, and this was quite an awesome choice. The learning curve was quite smooth, the concept are clean and simple. I mainly use the Phaser API documentation, however by doing so I missed some guidelines on what to do, what to not do. But I had 48 hours to make my game, so not so much time to read tutorials. I've recently browsed the library source code and it is quite a good thing to do if anyone wants to use Phaser (that was great to see how the framework works and all the optimisation tricks) During my development there was one thing weird about performances: So my game is a big map of dirt tiles, and I first wanted to use a set of ~ 10 Phaser.BitmapData so I can have different gradient of dirt, and for each tile I would use one of this bitmap data randomly. However, even if a BitmapData is (I think?) suppose to be cached, my performance was awful comparing to just using Image Sprite. Any idea about this performance issues? Thanks, @greweb
  19. Waltonia: A Darwin Sandbox http://waltonia.co.uk Waltonia is a simulation of an evolving ecosystem, which you create. You can populate the world with species of plants, herbivores and carnivores. These can either be of your design or just randomly created. Once in the world you lose control of them, they will breed, interact and evolve. Your world isn't isolated because every so often creatures will migrate between players worlds, maybe carrying player designed diseases or pollen from genetically modified plants. Features Fully modelled genetics which feeds in to the look and colour of the creaturesA climate model which includes a fully realised fluids model which controls the oceans, which in turn feed your plantsAsynchronous multiplayer where your creatures travel through other players worldsA gallery to share and compare your worlds with other playersAn XP levelling system (with leaderboards) to unlock powerful abilities to have more control over your worldThis is the first time I've done anything on the web related or made a game at all. I've got a small community of players and have been continuously updating the game for a few months now. I spend a lot of my free time working on this and would love any feedback. In the future I'm planning to add achievements and a more, well lets say aggressive, multiplayer element.
  20. We have hackaton in our work and this is my entry to the contest. I'll be coding this game at 5.11.2013. Tradeswoman Simulator - a 2D top-down arcade-simulation game. The main goal is to teach primary students new words for fruits and vegetables, as well as basic principles of economy (revenue vs. customer satisfaction). More info and updated content: http://p1x.in/blg/tradeswoman_simulator Do You recognize all the fruits and veggies? Do You have some nice idea/note to mention? p.s. I have the hope that after the hackaton I will make another version of the game with multiplayer. Every trader on the market played by players, customers controlled by computer.
  • Create New...