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  1. Hi all, Sorry to start with a game showcase (well, actually two) on my first forum post, but I guess a lot of guys are looking at this forum to see what others are doing and so thought I'd jump right in! I'm posting on behalf of Wizcorp, a Tokyo-based startup specializing in the development of HTML5 mobile social games. We started life as a consultancy and have collaborated with some pretty big companies including GREE and Capcom, but recently decided to self-publish a couple of puzzle games which we developed for iOS as free-to-play titles on the App Store. And so without further ado, here they are: Celulo is a challenging and addictive puzzle game in which players must link the titular Celulos in order to create a circuit connecting the sides of the board. The longer and more complex the circuit, the more points they are awarded. Gameplay trailer: http://youtu.be/9jufDrLSq10 App Store link: https://itunes.apple.com/app/id634795239 Tiki Takoo - Paradise Island is a simple yet addictive puzzle game in which players must eradicate the colorful Bad Tikis by finding the sequence shown at the top of the screen. As the game progresses, the sequences become longer and tougher to find, and players can get bonus points by making combos, using Power-ups or activating Fever Mode. Gameplay trailer: http://youtu.be/SZCkJkUEVwQ App Store link: https://itunes.apple.com/app/id634784938 In terms of the tech behind the games, both were created using a combination of HTML5 and a number of other tools. The core of the client was written in Canvas and accelerated by the Ejecta framework, giving the games superior reactivity and speed which we believe not only matches but exceeds that of many native apps. This was then wrapped in PhoneGap, enhanced by a handful of homemade and open-source plugins to offer functions such as in-app purchases, Facebook and GameCenter connectivity. On the server side, we chose to use the Node.js platform coupled with Couchbase for data storage, both made easily programmable with the help of Wizcorp’s own proprietary server framework, MAGE. Please take a look at the games and let us know what you think. I'll be happy to answer any questions you may have, technical or otherwise. Cheers! Mark
  2. Dive into the depths in search of the Great Ruby, a legendary treasure, the last vestige of an ancient forgotten civilization. Your heavy diving suit won't allow you to jump, but you have unlimited air supply! Explore the underwater labyrinth and find your way to the deepest cave, avoiding nasty dangers and enemies through secret doors and rooms. Will you be able to find all the golden coins? Abyss is my first HTML game made with Phaser. It is a sort of Metroidvanian adventure game with focus on exploration, very simple controls and old-school feel. Find coins to open secret doors and press buttons to gain access to new areas. Game progress is saved to the browser's local storage. I hope you like it 😀 You can play it at https://mochil0.itch.io/abyss
  3. Hi, Our company develop simulations of aircraft systems. We are looking for developers that use Phaser Editor, and has knowledge of Typescript or Javascript and Phaser. Also we will provide you our own framework for developing easier and faster. It's a fully freelance job and we will give you only deadline. Payment method is open to negotiation. You can check our examples here: http://www.flycoglobal.com/B737schematics/ExteriorLightingLocations/ http://www.flycoglobal.com/B737schematics/BleedAirSystem/ http://www.flycoglobal.com/B737schematics/HydraulicPowerDist/
  4. Hi guy's! Psychic Colors is our last game, this is an arcade game, play it and enjoy! Short Description: Psychic colors is a fun arcade game in which you have to use your psychic abilities and move the colored blocks to the right place. Features: Web and Mobile compatibility Retro music and art Spanish, English,German,Italian,Portuguese, French,localization Play Game Here Also available free on: Google Play Store Any Feedback is appreciated.
  5. I am new to html5 games. I wanna know what LACKS in HTML5 games in terms of revenue ? Can you monetize html5 games with banners and interestitial ads as ANDROID GAMES DOES ? Is there a possibility of implementing IAP or rewarded videos like ANDROID ? Do u thing that using webview that host an HTML5 game in ANDROID and use all these forms of ads above is a good idea ?
  6. Link: http://www.onlinedominogames.com/calomino Calomino is a maths puzzle for dominoes. The aim is to place all dominoes in their respective slots in the train by following mathematical clues. You also need to make sure that the touching ends of the adjacent dominoes match.
  7. Very recent game I developed. The AI is quite weak since the game is for 7+ year-old children. Enjoy http://avengers.marvelkids.com/games/avengers-tactics
  8. Take over territories in a game of strategy. Steal your enemy's tiles by placing tiles with higher numbers next to them. Play against computer controlled opponents or against a friend. Drag the tile or click on the grid to place it. Take over your opponent's tiles or strengthen your own armies and try to keep the highest score. Created in 11 days using Phaser 3 Play Biome Conquest: https://www.medalgames.com/play/biome-conquest/ If you're interested you can embed it on your site (ad free): <iframe src="https://www.joypadmedia.com/apps/html5/biome-conquest/" frameborder="0" width="100%" height="100%" allowfullscreen"></iframe>
  9. I have been doing a research and want to share what I have found out. I have come across three major HTML5 libraries that would suit the needs of an isometric game. I hope the resources and insights are useful to future indie developers. If there are untruths and misconceptions below, I will be grateful if you correct me. I will start with my journal first and then make a short list of pros and cons in the bottom. Journal: Cocos2D-HTML5 The first HTML5 framework for an isometric game I came across was Cocos2D-HTML5. First I stumbled into this example. Later on I saw Cocos2D-HTML featured in Intel® XDK And third the isometric examples under "Tilemap Test" in the test cases: http://cocos2d-x.org/js-tests/ So I decided I will replicate the movement in an isometric environment in my own project and continue from there. And soon enough I could load any of my isometric Tiled maps in a browser and walk around. But then I found out that the TMX map functionality is very incomplete for isometric maps made with Tiled Editor. Most importantly there is no tileset offset available so you can't use objects larger than a single tile. I decided I can expand the functionality when it comes to isometric tiled maps. After all I can't expect that they have all the tools that I require for my needs. I set expanding the Tiled Editor functionality for later, and start from a more basic point for now. I was going to start from a normal character sprite walking around. And then I found out the large community around this framework mainly writes in Chinese and uses some Chinese version of github. And so I can't find help for even the simplest of things which is keyboard movement and character animations. Frustrated by the lack of community in Cocos2D-HTML, I decided to scout around for another framework before committing. Phaser Next on my list was Phaser, of which I found out about from these boards. The fact that it has a big and active community is very appealing. A little into looking at Phaser I found this Isometric plugin and became full of hope. Especially this example which could be the basis of a great isometric game. Using Phaser for a big project was a point proven by big games like Feudal Wars and Wild Terra. Two great games that are both isometric and made with Phaser(mostly). Unfortunately there was no inbuilt support for maps made with the Tiled Editor. However there is another plugin that would load an isometric Tiled map which is outdated. The creator of this plugin is working on a new version that will come about soon and will work perfect with Tiled isometric maps. https://github.com/englercj/phaser-tiled "It's in the thin-tiles thread" he wrote "just bare with me". I got a little discouraged when I read several topics, about how Phaser's tileset is not fit for isometric maps and how both the developers of Feudal Wars and Wild Terra had to write their own modifications in order to use isometric tilemaps. Also, the great isometric plugin, the one that I mentioned first, is not good for maps larger than 10x10 tiles, because it uses a Sprite entity rather than a tile entity for each isometric tile, and this hinders the performance for larger maps. Isogenic Finally I got to Isogenic. As you may guess from the title, this framework has perfect support for isometric games. It has only some support for the Tiled Editor, but that is understandable since it supports a whole new level of isometric 2.5D which the Tiled editor does not. Once I went through most of the video tutorials I was able to run all the Node.js servers and play the multiplayer examples. The engine lacks a lot of the features that other engines have, but has a lot of multi-player features. Summary: Cocos2D-HTML5 - Community (Poor): Cocos2D may have a huge Java and C communities, but when it comes to Javascript, and to the current version of the project, almost all the help I found was in Chinese. - Cross-Platform (Excellent): Rather than other HTML5 apps that can be ported to mobile devices on the principle of Phone Gap, Xamarin and Intel XDK, Cocos2D has it's own native SDKs which it translates the Javascript to. Thus it becomes a truly native app on mobile. - Tiled Editor (Good): It is important that you can load map files straight away. No exporting, no adjusting. It is not perfect when it comes to isometric projection though. Phaser - Community (Excellent): Phaser has a great community. A lot of open topics and discussion. A lot of the people I contacted personally with questions found the time and generosity to answer them. - Cross-platform (Good): Not as native as Cocos2D, but with help from Intel XDK there is a very good performance. There is probably an even better way but I haven't searched yet. - Tiled Editor (Poor): No inbuilt interpreter for the maps format and support for isometric tiles at all. There is hope however once Chad's plugin is ready. - Other: It is possible to use 3D sprites with tree.js which will save the App loads of memory. Isogenic Game Engine: - Community (Poor): Author is very helpful and everything is well documented and supported with tutorials. But the community needs to grow a little more. - Cross-platform (Poor): Certainly you can run the game on mobile since it is HTML5, but as to the best way in this case, I have no idea yet. - Tiled Editor - (Poor): IGE is not a stranger to the Tiled editor, but it supports it very scarcely. You need to export your map, and then you need to make your own extension to use large tiles (trees and walls). - Other: It really has amazing multiplayer and server-side functionality. It has some good path-finding. It has great 2.5D objects, more than tiles with an offset. Conclusion: If you use Cocos2D-HTML5, there will be good prospects for your game on mobile as it will run as a native app. Decide how cross-platform you want to go in the future. If you use Phaser you will struggle to achieve an isometric environment, but everything else in your game will be much easier. Decide how isometric you want to go in the future. If you use IGE you will cover a lot of ground fast, with a flying start from an isometric environment. But after that you may hit a wall if you want to expand with functionality unexplored in the engine, such as spine animation or 3d sprites. Decide how classically isometric you want to stay in the future.
  10. We are planning on making an advanced Phaser course that goes beyond the usual "how to make a XYZ type of game in Phaser". What topics should a course like that include? I know Lazer is in the making, but this course would be focused on Phaser 2.x.
  11. Hello there I’ve built a map with Tiled with a tileset built from an images collection. So, I would to know how to load this tileset in my scene? Here where I am in my code work: export default class PreloadLevel1 extends Phaser.Scene { //... preload() { for (let i = 1; i < 101; i++) { const num = i.toString().padStart(3, '0'); this.load.image('objects' + num, 'assets/img/tiles/objects' + num + '.png'); this.load.image('tiles' + num, 'assets/img/tiles/tiles' + num + '.png'); } this.load.tilemapTiledJSON('tileset', 'assets/json/levels/level1.json'); } //... } export default class Level1 extends Phaser.Scene { //... create() { this.tilemap = this.make.tilemap({ key:'tileset' }); for (let i = 1; i < 101; i++) { const num = i.toString().padStart(3, '0'); this.tilesets.push(this.tilemap.addTilesetImage('tileset', 'objects' + num)); this.tilesets.push(this.tilemap.addTilesetImage('tileset', 'tiles' + num)); } //... } //... } But I finish with the warning in my console: No data found for Tileset: tileset Here an extract of my level1.json file: "tilesets":[ { "columns":0, "firstgid":1, "grid": { "height":1, "orientation":"orthogonal", "width":1 }, "margin":0, "name":"tileset", // <----- there "spacing":0, "tilecount":173, "tileheight":64, As you can see, the name of my tileset is right. And another extract of this same file to see you how my tiles array is built: "tiles":[ { "id":404, "image":"..\/..\/img\/tiles\/objects001.png", "imageheight":17, "imagewidth":13 }, { "id":405, "image":"..\/..\/img\/tiles\/objects002.png", "imageheight":19, "imagewidth":20 }, { "id":406, "image":"..\/..\/img\/tiles\/objects003.png", "imageheight":35, "imagewidth":22 }, { "id":407, "image":"..\/..\/img\/tiles\/objects004.png", "imageheight":40, "imagewidth":43 Is somebody to help me?
  12. So, I need to put Phaser game to WordPress static site. Theme is called Zerif lite. I need to put game to big title -section, where is not possible to use widgets. How can I make the game appear to this section? Where do I put my game folder structure? Or is this even possible to make?
  13. Play It Now: https://cutedressup.com/game/my-trendy-plaid-outfits/ Welcome to the My Trendy Plaid Outfits. Plaid is back on the top list when it comes to fashion trends! And who else should know more about Plaid outfit if not Princess Ariel, Moana and Jasmine? This game is all about wearing the Plaid outfit the right way! There are many great ways to wear the timeless Plaid print, but you need to know how to match it with the rest of the outfit to avoid a fashion disaster. Are you ready to explore different outfits with us?
  14. My girlfriend is studying a Master's Degree in Clinical Psychology and as part of her dissertation I have worked with her to produce a game as part of her study. Falling back on what I know and love, I've put this together in Phaser using a combination of my own artwork and assets from OpenGameArt.org (all credited in the unminified, reasonably well commented source). Please be aware that we only have approval to use the data from UK citizens, but if you were to play from outside of the UK we do have the ability to verify locations so don't worry too much about that. We may change the entry requirements to be more forgiving in this regard for those curious but concerned that they're not UK-based. You can play the game (and thus participate in the study, helping both a student of psychology and indeed the rest of the world by contributing valuable data to an important research area!) here: http://www.udof.org/hcorby/ The inspiration for the game is partly Zelda, Soleil and other such oldschool RPGs. The game should take around 10 minutes or less to complete, and is followed by a short questionnaire session. There's also a chance to win some Amazon vouchers for successfully completing the game and the questionnaires (please remember to submit your email address at the end). No data collected will be passed on to third parties or sold, and will be used only for academic research purposes - email addresses will only be used to contact the winners of the prize draw and will be subsequently discarded. Thanks for reading and we hope you play and have fun!
  15. Hi everyone, I'm trying to make a paper.io, paint.io style game using with Phaser 3, but how can I produce queue(tail) behind player after passing? I use emitter but it is not working. Do you have any suggestions for which methods I can use ?
  16. Hi all, I’m an experienced professional slot game developer using Phaser, which I do as my day job. I’m looking for some additional work developing slot games that I can do around my full time job. I’m also looking for artists to create some slot game assets for free, which I can then put into games to show on mine and the artists portfolio.
  17. Play It Now: https://cutedressup.com/game/bff-summer-vibes/ Welcome to the BFF Summer Vibes games. Summer is here and these rainbow high school girls need to get ready for it! How about you, are you ready for summer? These girls need a summer touch when it comes to their wardrobe and it would be nice if you could help them out. So check out the latest summer trends and then turn these princesses into some real divas! You have a whole wardrobe stacked with dresses, tops, skirts and so many accessories at your disposal. Play and have fun!
  18. Hello. I have never used external fonts in phaser. I have no idea on how to use fonts I find over the internet. I would like to write with this font. I just don't get it how to do it. The file you download is a png.? Can someone help me? I searched but didn't understand what to do...
  19. Hey All, I hope you can help me. I'm quite new to Phaser. I've looked all over google and couldn't find an answer to my question. I have an idea for a Tetris-like game. At the moment I'm learning the basics by setting up a single block to fall on the floor before another single block falls after it. The block falls from the air onto the ground just fine. The issue is: I simply want to have a collision call back happen once. I've simplified the code to make the question easier to read: function create () { this.physics.add.collider(block, ground, hitFloor, null, this); } function hitFloor () { console.log('floor hit'); } The block hits the floor and the callBack runs infinitely which makes sense because the block doesn't move and stays on the floor. I was considering setting a flag with a variable like `floorHit`. Something like: function hitFloor() { if (!floorHit) { console.log('do something') floorHit = true } } But I want to have multiple blocks fall and this won't work because the new block that gets created needs to have the `floorHit` variable set to false before it starts falling. What am I missing? Any help would be much appreciated. Thanks MHC
  20. I'm coding a vanilla JS canvas engine from scratch. I plan to start a little metroidvania-like platformer as soon as possible. Since it might get some big maps, got a little doubt regarding performance... Which is the best way to render a map bigger than game screen? Prerendering the tilemap into a huge image (i.e. an horizontal level could be as big as 8000x240), then draw it according to the scroll position. I figure this have a cost during the map building (and also RAM), but then it should be faster while drawing it every frame. Parsing the tilemap array and drawing only the visible tiles according to the scroll position. I figure this is slower because of calculations made every frame, but I might be wrong. I have tried to do some benchmark with both methods, but it doesn't seem to have any noticeable difference in both my desktop PC and laptop. It might have some impact on smartphones though, which is what really worries me.
  21. Hi, everyone! Maths are boring? Maybe you need some motivation... Do you think it´s insane to learn mathematics while you explode heads, throw grenades and shoot enemies with a rifle? Well, now that´s possible!! We have created a new game: Cool Math Games: Math Max Our idea was to make kids have fun while they improve their mental calculation skills. A videogame based on the film "Mad Max" where you have to defend your truck against several different monsters using mathematics. But you´ll have to use more than your brain if you want to survive in this sand jungle. To help you, you´ll find different weapons and items: Explore twenty seven normal levels... ...and if you dare... twenty seven insane levels... The game dynamic is simple, a horde of evil soldiers is trying to stop you from getting back home. You must solve the ecuations to kill them before they come near the truck, otherwise you will get killed. You have to make a certain number of kills so you can go to the next level and face new and more powerful enemies. We have made two versions, if you open the game with a PC you get the 960x640 HD version but if you open it with a mobile device you can choose between the 480x320 version or the 960x640 HD version, in order to keep the high performance. With a good mobile the HD version works perfectly well. The game is completely responsive. Feel free to leave here some feedback, I will really appreciate it. I´m still improving the game and every advices will be taken into consideration for future updates. Now you know it, math can be a real fun!!! Play this game for free and show everyone your math skills!
  22. Hi All, I was trying to create numbers count up/down animation with phaser and need some help. I found this https://codepen.io/netgfx/pen/GJgVJR but when adding it to my game i am getting a lot of errors. Any idea how i can create such animation with numbers. Thanks in advance.
  23. I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what other components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful for any collaboration. Available at GitHub and npm
  24. After a few years break from creating the Point and Click game Bayou Island, I've decided to make a new game called "The Halloween Game" in time for the holidays. It also has a game creator so that others can make their own Point and Click Games which I'll be releasing later on, you can see a video of it here. The url to the game is = https://www.andy-howard.com/halloween-game I'm a front end developer and I've always wanted Point and Click games to be accessible via the web instead of always having to install apps. Unfortunately when I started this journey 5 years ago there was no lightweight solution in order to deliver such an experience. I think I've now managed to achieve all the typical features that one would expect in a Point and Click game. These include: - Inventory - Npcs - Music - Sound fx - Voice acting - Cut scenes - Playing as multiple characters - Close up puzzles and more... Some under the hood features include: - Lazy loading of rooms as you enter them (since memory is limited on mobile devices). - Sound sprites of voice acting - Runs off a JSON file, no database required Some future features I'd like to include: - Lip syncing - Ability to walk and talk at the same time - Escorting procedures (allow both playable characters and npcs to follow you). So please have a play and any feedback will be greatly received. Only thing I ask is please look upon this in a development perspective rather than the quality of the story and puzzles (I'm not great at those :)) As I have mentioned I also have an accompanying game creator which will allow you to make your own games. Your feedback on the demo game will help me finely tune the game creator before I release that too. Quick frankly if I had ever known it was going to take me this long to do - I never would have started it. However it has certainly kept me busy and focused throughout covid-19. Many thanks, Andrew Howard.
  25. Hi, I'm prototyping a turn-based strategy game and I would need the display a the world map as tiles (orthogonal, isometric, hexagonal, I don't care at the moment, I will go the easier way...) The main requirement is that I would need to easily change the texture on a tile depending on the player actions. What is the best (simplest) framework for this? I see phaser, pixi or melon could do it, but which one has as the simplest API for tile maps? Thanks you for your advice!
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